konshu

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  1. I was just wondering if anyone had any preferences to express, or insights into how to use, the vet pets you get at 48 months. They give shield or power buffs.

    Any thoughts on them?

    (I imagine there must be a thread on this somewhere, but I didn't find it.)
  2. Quote:
    Originally Posted by Clouded View Post
    In my opinion, 32+ game is when my character starts coming alive. I'm finally able to start slotting some serious damage, acc, end red, etc in my powers. Not to mention I can slot level 35 IOs and not worry about upgrading for a loooooooong time.

    If 32-50 is a grind for you then I'm sorry to hear that, since that means a large majority of this game is a grind to you. To me, the 1-22 levels are a grind and thankfully they are over very quickly.
    I'd like to acknowledge that other players enjoy the higher level game and might prefer to skip the lower level game. I know there are a lot of players with that view. Possibly most of the players who have stayed with the game have this view.

    It's just that I tend to like the opposite. For me, the higher level game just never rouses my interest. It would be great if it did, but it doesn't.

    I suspect a big part of it is the storytelling. I can't think of a single storyline in the upper level of the game that I think is compelling. The lower level stuff isn't great either, but at least there's enough details that my brain is able to plug in the gaps with ideas that interest me, while the upper level content is so incredibly thin I can't work with it at all.
  3. Quote:
    Originally Posted by Westley View Post
    They are different. Arguments are emotional, and debates are not. Once a debate starts to get emotional, it turns into an argument. It's that easy!
    My preference is to have a discussion instead of a debate.

    In a debate, typically one side is trying to win and have its view dominate the others. That format often leads to obfuscation of truth, because debaters tend to harden themselves into their position rather than accept valid points made by the opposition.

    In a discussion, however, the goal is for individuals to reach a greater state of clarity.
  4. Quote:
    Originally Posted by EvilArtist View Post
    Why is Tony Kord just standing on a random rooftop? Talos Island is supposed to be home to some of Paragon's high-tech industries, so shouldn't his company have a building there? A new building could serve as an additional setting for more missions and stories.
    Tony Kord is actually standing out by the street in Atlas Park. The person standing on a building that you might be thinking of is probably Juan Jimenez.

    Tony Kord's office is in KR, which I suppose is due to lower rent and favorable zoning. However, despite his rep as an inventive genius, his office looks like a rundown apartment building. I suppose that's just a clever exterior to hide the high-tech interior.

    Also ... for some strange reason Kord always has Circle conducting rites on his helicopter pad. Surely there is some explanation ...

    One of the buildings in KR I've always wanted to have worked into an instance is the Guns & Ammo store between the trainer and the train.
  5. Quote:
    Originally Posted by Lord Mayhem View Post
    /agree. Honestly unless new zones will be radically different from existing zones (e.g. moonbase, space station, underwater city, arctic supervillain base, Rikti homeworld, etc.) then instead of completely new zones I'd rather have a zone revamp or just some new missions/contacts/enemies being added to existing zones. Cimerora was a nice change of scenery, but it's woefully underutilised considering all the work that must have gone into making that and the Midnight Club.

    Going Rogue is all well and good - and I'm very much looking forward to it - but no matter how new and polished the Praetoria city zones are going to be they're still urban zones being added to a game where 90+% of the existing outdoor zones are urban - that's not exactly a recipe for variety.
    I agree. I'd like to see better utilization of the zones that already exist. Surely working with a zone that already exists reduces the art requirements for new development by at least half?

    I also agree that I don't want art resources used as they were with Cimerora / Midnight Squad, where these resources aren't used very much due to their specialized nature. I like the notion of having a good 5-6 arcs take place using the same basic set of assets.

    As for GR ... I'm not looking forward to it. I doubt it will encourage me to continue playing. While it will be nice for players to get a couple new power sets and new foe groups - even if they are all goatee variations - GR sounds to me like a VERY SMALL expansion. More like a double-sized issue, really.

    It probably would have been more exciting if GR had been released back in 2008.

    If GR happens to contain certain improvements in regard to storytelling, then I would be much encouraged. But having been disappointed on this front for so many years now, I have to believe it simply isn't in the plans, period.
  6. Quote:
    Originally Posted by Golden Girl View Post
    Crey should have a research facility and office block in Brickstown.
    The Tsoo should have a temple in Steel canyon or Talos.
    The Warriors should have some sort of dockside warehouse compound on Talos.
    ... etc.
    In general, I agree ... but in specific ...

    I'd rather have at least one special instance or map of an HQ flavor for each foe group. You may be able to access the instances from those zones without unlocking, but there wouldn't be a visible territory on the map.

    Mainly, that's because if there WERE visible strongholds on the zone map, why wouldn't heroes take them out? They would be obvious targets, and after they were cleared there would be the awkward situation of still having them on the map. I think it's better to just have areas of concentration, like finding a lot of Lost in "The Land of the Lost" in Skyway.

    An example of a special instance would be to create an Oranbega-themed tunnel network for the Circle in The Hollows that is similar in concept to the sewer network. The Trolls might have tunnels too (in addition to the Cavern ones) that lead into Boomtown and Skyway.

    Along similar lines (re: use of instances), but quite different (way different application), a revamp of Croatoa might try to implement a scenario where the zone changes according to developments in the arcs as they are played. So there might in actuality be half a dozen different maps of Croatoa, with the standard Green Line destination referred to as "Salamanca" or "New Connaught." The standard Salamanca would have no warring tribes, just a contact that hands out a camera temp power to "capture" Sally and, I suppose, a way of summoning Jack and Eochai to battle (perhaps using the throne and pumpkin patches). And Gordon Bower, who starts the chain of arcs.
  7. For myself, I'd add that I've never felt particularly drawn to the content after level 30.

    I'm not exactly sure why, but I'm more inclined to like fighting the Hellions, Skulls, Warriors, Tsoo, and other low level groups as opposed to Nemesis, Crey, DE, Malta, and portal stuff. I think a big part of it is that - for some reason - the lower level groups activate more of my imagination, while the higher level foe groups tend to stifle it.

    In general, I think the enemies could be presented better to make them more engaging. The Sky Raiders, for example, seem to me to be a group that should have more golden age pizzazz than they do.

    Foes should also be encountered on more level ranges, in order to spread the wealth. I can't see ANY reason why heroes couldn't begin fighting Crey, for example, at level 1.
  8. Quote:
    Originally Posted by Loonie5 View Post
    (Not a serious post, just a small change i would like to see)

    One of my biggest problems with this game has been around from the start.

    The entrance to the trams.Is there anyone else who is sick of having to move around a big map every single time you use it?

    They make this big entrance, then cut it in half with a see through divider and then stick that big wall of map right in the middle of what is left.

    If there was a point to it, I have never heard it.

    Please turn the map 90 degrees.It is annoying.

    And I am tired of running into it.
    LOL ... And in this vein, I'd like to have the ramp go straight from the ground to the train lobby, instead of branching to left and right, as I keep trying to jump from midlevel to the top and then fall down that hole in the middle.
  9. I would say they all have evil intentions. Their actions may lead to good results, but that is only because their evil is directed at another evil.

    For clarification ...

    Let's say you have 2 alien races out of a multitude of races in a galaxy. One race is bent on destruction of all other life forms. The second is bent on collecting all the "inobtanium" there is, and they'll stop at nothing to get it.

    If all the inobtanium happens to be owned by the first alien race, the 2nd one helps everyone else out by fighting the first race. But the 2nd race is not good in itself.
  10. A kin/dp comes to mind. As mentioned before, you'd have kinetics giving Siphon Speed, Repel, and Inertial Reduction, and Dual Pistols could give knockback when you select that type of ammo.

    The advantage of DP over Energy Blast is that you can essentially "turn off" your kb if for some reason it isn't appropriate to a situation. Also, you can get additional effects, not just kb.

    In addition, kins give themselves and their teams damage buffs, boost their team's speed and endurance, and so on, potentially making the whole team more "kinetic."

    DP would also give a second meaning to "banger."
  11. I like the writing on the website. It makes the characters sound interesting!

    I just hope the storytelling ability continues into the new missions. Because I honestly won't care if they're new Ghouls or old Abominations if we simply enter the sewer to kill 10 of them and free a captive.
  12. I think the game lore is a strength that often gets overlooked because the contact/buttonmash/clue storytelling structure doesn't work for a lot of players, especially on teams.

    I'd like to see the devs revamp CoH with an eye to improving storytelling methods. They would keep the same lore, but show it / tell it better.
  13. Some players appreciate not having to go through all the clues to get a sense of the story. Here's a comment I received from a player today:

    Quote:
    "W is for Vengeance X2": As always great stuff Khonshu. You just proved there is no need for a billion clues to make a story flow along. 5 out of 5. You do great arcs and I always look forward to more from you.
    I know everybody gets good reviews from people, but I thought I'd post this here since so far nobody who has commented in this thread has said much that is supportive of the idea of getting away from clues as a storytelling aid.
  14. Quote:
    Originally Posted by Adeon Hawkwood View Post
    Well, maybe they could do a system where you have to manually go in and press "re-publish" in order for the arc to appear on the list but it still keeps the rating?
    Actually, that would be bad ... for me at least.

    This last patch made a change to MA scripts that, so far as I can tell, lengthened each one of my arcs by roughly a percentage point. Which, since I'd filled my arcs to the brim, means they are now uneditable, unrepublishable ... unless I start removing custom NPCs. Which, as you probably know, is often not easily done, in that it requires changing all kinds of things here and there, and maybe a significant re-write of the story.

    I'd rather see the AE have a filter that automatically excludes arcs that have not been played or edited in the last 3 months. I'm not sure to what degree that would cut the cruft in AE, but it might help focus AE on what players are actually using and supporting.
  15. Can someone explain how the game gets damaged by allowing players to officially buy their levels and inf instead of buying it on the black market?

    All I've heard people say here is that they wouldn't take advantage of such a program, or they might do it once or twice.

    So ... where's the damage coming from?
  16. I like some, but not all, of these ideas.

    People have been suggesting changes to the UI to help players create and run teams for some time now.

    It would be nice to see some movement from the devs on this someday.
  17. I don't think it is a bad idea for NCsoft to sell leveling upgrades.

    Some people enjoy playing the game by leveling up themselves. Other people enjoy coming in at the top, and will abuse the game mechanics trying to get there.

    I wouldn't ever buy a level, since I'd prefer to level by playing the game, but other people would do it.

    NCsoft should probably also sell inf as well. Again, I'm not interested in buying it, as I don't really need it to play, but clearly a lot of people do buy inf from RMT types. I'd rather see that money going to Paragon Studios for game development.

    I don't see how this would be the death knell for the game. People who want these things are already getting them done. It won't stop people from playing at lower levels, and it won't stop people from earning inf.

    In fact, one change I could foresee for the game in relation to this is something of an abolishment of level-oriented content, and more of a move toward content suitable for any level, where completion of an arc might unlock subsequent arcs in the story.
  18. Quote:
    Originally Posted by 3dent View Post
    By the way, WWTF (and yes, there definitely should be one.) could be fun as a sub-30 TF, because everything we have now in that level range is designed like that Monty Python "spam" sketch. Council, Council, Council, baked beans and Council. (or Freaks, or CW.) Comic book WW fought pretty much every prominent villain group there is, so it would be easy to design a story for her TF that isn't quite as monotonous. (then again, that sort of variety didn't save Posi TF... )
    Some relatively significant mid-level enemy groups that don't currently appear in task forces include: Warriors, Tsoo, Family, and Banished Pantheon. It seems to me any of these could be included in a WW TF.

    Oh, and the AV should be Snaptooth. (Jus' kiddin'!)
  19. Quote:
    Originally Posted by Kierthos View Post
    That would be interesting, but I'm not sure how hard it would be to code.
    It's probably impossible without a more fully fledged custom map editor.

    I was just trying to clarify the desire, that's all.

    Quote:
    Also, the only point to doing such a thing would be if you were duplicating that new combination of items over and over again.
    Not necessarily. I was actually thinking it would help with 3 things: 1) making it possible to move the items together as a group, 2) possibly increasing the number of items you can place on a map (by compressing some of them into one object), and 3) possibly making it easier for pathfinding algorithms by reducing the number of objects.
  20. Generally speaking, the team will be at the level of the team leader as they enter the arc, and will have their levels raised or dropped according to the operative levels of each mission.

    However, if you were thinking you'd like to tune your custom NPCs so that they'd have fewer powers / defenses at low level and more powers / defenses at higher level, so as to better match your players, then no, you can't do that.

    If the devs had a NPC profiling tool so you could make your foes scale across various level ranges, we could do it. But the devs don't even have that tool for themselves.
  21. Quote:
    Originally Posted by Kierthos View Post
    I already summed up the majority of my feelings in that thread.

    Damn if I wouldn't love to be able to delete several hundred desks and replace them with a few larger items.
    Perhaps a feature you'd like is to be able to take a number of items, arrange them together, and then "bake" them, turning them into a single object?
  22. Quote:
    Originally Posted by peterpeter View Post
    I was just wondering the other day when we'd see the follow up to this. It's always fun to hear your perspective on things. One thing I've noticed is that players and developers don't always have the same things in mind when they use the same words.

    For example, when you talk about revamping a zone, you mean starting a brand new zone from scratch, with no connection to the old zone except the name. When players talk about revamping Dark Astoria, I don't think that's what we mean at all. The geography or geometry or whatever you call it is just fine. Dark Astoria is a very cool zone. The problem is that there isn't enough to do there. The only world building the zone needs is a first aid hospital wedged in by the front door.

    What I mean when I talk about a Dark Astoria revamp, and I think most people would agree with me, is missions. Add a set of contacts with a connected set of stories, like in the Hollows and Striga and Croatoa. Have a special Dark Astoria task force. Add in an NPC to give repeating missions, and a trainer, and a vendor of some sort. Maybe a secret back door to the Midnight Club, just for fun and to make the zone more accessible. Maybe clone the zone so villains can access their own version of it, like you do with Ouroboros. The villains might enter through a hidden tunnel from a crypt or something, and the War Wall door to Talos would just be closed and inaccessible. They could have their own set of contacts and a new strike force. If anyone asks why the villains never see any heroes there, and vice versa, you just say "Well it's really foggy."

    It would be minimal resources as far as the art department is concerned. Most of the work would be mission writing.
    While I agree with you, let me try to put a dev hat on and answer you as I think they would.

    Basic game design dictates that new content preferably contains new art. When you plan for any new project, one of the boxes you check is the one for art; it's seen as an essential, integral feature that you must begin working on at the start. There should also preferably be some sort of boss / mechanic that is special, like the hydra head, generators, and guns you use in the sewer trial, and perhaps special rewards (which may require a little badge art).

    Now, you and I know that this type of thinking isn't strictly required in CoH / CoV. Yet, as I understand it, this is generally the way game designers approach their work. In this sort of scenario, new zone / map art, new mechanics, new boss art and powers ... these are all planned out largely in advance of the story, so they can be distributed out to the various departments and completed on schedule. Pretty much the LAST thing anyone ever works on or pays attention to, I believe, is the actual story. The story may be outlined, but they wait till the end, to see what has actually been accomplished in terms of art, code, etc., and then the story is quickly slapped together around that.

    Let me add that when I work in MA/AE, I have to go through something of the same procedure. I may have a story idea in mind, but then I have to rummage through the maps and other assets, create my custom NPCs, and see what I can actually accomplish within my limitations. While I may have had an original idea for my story, the final version of the story may differ considerably in the details as a consequence of what I was able to do and not do in Mission Architect.

    Anyway, the long and the short of it is ... while I agree it would be good to have new content in DA that makes use of existing art, there is going to be a tendency for the devs to want just a little bit more to set the DA content apart from the rest of the game. Nobody wants to just, say, fight CoT ghosts in DA on the old familiar maps.

    Also, as for dev-written content that doesn't use new art, the devs did a bit of that with the Mercedes Sheldon contact. Was that successful? I'm not saying it was or it wasn't, but I suspect any movement by the devs to create new content without new art will fare about the same as the Sheldon arcs. Imagine the Sheldon missions attached to doors in DA, featuring Banished Pantheon instead of Warriors, Carnies, or whatever. Does that work for you?

    (Here's a related content question: would people play the Montague arc if it didn't give the Midnighter badge?)

    Taking off my borrowed dev hat, I would like to see the devs make some sort of commitment to a steady stream of new content, and assign someone to revamp the empty zones (Perez Park, Boomtown, Skyway, Independence Port, Dark Astoria, Terra Volta). I would also like to see someone assigned to revamping content in general.

    In addition, I think the devs need to develop a new map making tool, preferably one that facilitates incorporation of indoor and outdoor instances (like what we see in the mayhem / safeguard maps). They need to update their transitions as well; in CoH, in particular, I'd like to see greater use of vans, helicopters, and specific building doors.
  23. Here are some more custom looks for canon bosses. You'll note I approve of variations in the canon powers for custom bosses as well.

    Featured below are Hades (Hellions), Totenkopf (Skulls), Scorch (Hellions), Pandarus (Warriors), and FrostFire (Outcasts).

    Pandarus is actually a Warrior boss of my own naming, but the idea of using eclectic retro and or futuristic fashion elements is how I'd handle some of the Warriors.

  24. Actually, no, I don't miss the "old days."

    I have a different play style and set of expectations. For me it is more heroic to struggle in fighting a smaller number of foes, so I really like lower level play.

    Once a toon gets past 30-35, generally the game starts to head into what to me is "OP mode," where a player often expects to handle a room full of foes at a time.

    I was always more of a Batman fan than a Superman fan.