Statesman Interview Transcript!
Oi oi! I'm surprised that no one is wondering what I5's ED is allowing I9, I10, and I11 to achieve. Where is the Legends system in all of this? One of those issues or all three? Does the Legends system have multiple features to it instead of just one advancing goal, allowing it to be put through three issues?
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Samuel_Tow: Your avatar is... I think I like it
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Oi oi! I'm surprised that no one is wondering what I5's ED is allowing I9, I10, and I11 to achieve. Where is the Legends system in all of this? One of those issues or all three? Does the Legends system have multiple features to it instead of just one advancing goal, allowing it to be put through three issues?
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The reason they gave for reducing the bonuses of HOs to SO levels was also for the Legends system. I'm assuming that part of it is a way to increase the effectiveness of our powers beyond what enhancements already give us, and letting us slot so heavily for damage, defense, and such would make us way too powerful when combined with bonuses from the legend system.
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Sheesh, that was a difficult read. Not because of the rough page-formatting or numerous sentence-structure errors, but more for flying all over the place in the interview itself. But I guess one can pick and read bits and pieces and get a good enough summary of where things are headed.
Also, does 'Give the player[s] what they want' have to do with doubling the padding on the Nerf-bat?
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No, it just means he will be telling us what we want.
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I didn't reread the transcript, though I do remember the interview distinctly...but here's my take on bases:
They give players their own property...not exactly new ground for MMP's...however, they do offer an unprecedented level of customization.
Clearly, that customization, as well as the several gameplay benefits that the base provides hasn't been perceived to be worth the cost (i.e. Prestige/time played)...hence, Posi and several others (including myself) have taken a spin at making bases more accessible at an earlier stage.
It isn't the popularity of bases so much as the fact that our programming & art team did a phenomenal job of allowing players to generate their own lairs. Maybe not enough players have experienced this content to comment on it, though hopefully Posi's changes will help.
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Posi also makes it sound like individual player housing will be done by making the first plot free and the player making a SG of one to build a personal home. So it sounds like, if true, that people wanting a personal abode for thier hero/villain will have to quit any current SG/VG to make one? Is this in the works or just a possibility Posi was throwing out?
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I'm going to give my opinion then. I would just up and quit of loot and crafting went beyond the level it's currently at. Almost everyone I team with feels the same way.
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So, I guess you're going to quit when the Invention system comes out in I9 or 10 then?
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Possibly. It depends on if the content is easy to access to all users and not just elite powergamers. If it follows the latter, then it makes Smash Bros. Brawl Online my next 'online gaming shift'. =P
I hope they learned their lesson with bases though; things that are not easily available to the casual gamer will be easily bypassed, Cities is not that kind've game.
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I didn't reread the transcript, though I do remember the interview distinctly...but here's my take on bases:
They give players their own property...not exactly new ground for MMP's...however, they do offer an unprecedented level of customization.
Clearly, that customization, as well as the several gameplay benefits that the base provides hasn't been perceived to be worth the cost (i.e. Prestige/time played)...hence, Posi and several others (including myself) have taken a spin at making bases more accessible at an earlier stage.
It isn't the popularity of bases so much as the fact that our programming & art team did a phenomenal job of allowing players to generate their own lairs. Maybe not enough players have experienced this content to comment on it, though hopefully Posi's changes will help.
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Wow, I think you just had your self a revelation States.
Of course players haven't had a chance to enjoy it much. They ability to do much out of the box is not there.
You certainly did give Supergroups a goal. Problem is you set it so high, that only full supergroups that gamed a large percentage of time could enjoy the full benefits quickly enough to deem it "fun" and/or useful.
You excluded such a large amount of the playerbase for what has to be an incredible feature.
Unless a player was smart enough to play with bases on the Test server, players had to join supergroups they didn't care for, for the sole reason of experiencing a playerbase. Of course, along with that came the big problem. A player wasn't doing things to have fun anymore.
I bought COV for 2 big reasons, none of which was to play COV. The costumes and the player bases. I wasn't able to enjoy the costumes as a hero until 6 months after its release... and I still have yet the chance to enjoy a player base outside of screwing around in Test.
No, I don't mind working a little to obtain a goal. I been around since Beta and may main STILL has yet to hit 50... and I have NO travel powers... so we're not talking about a lack of patience here. It was a lack of fun.
Which was a damn shame, because from what I got to play with on the Test server... player bases are truly awesome. You guys did an INCREDIBLE job with them and deserve all the kudos for it.
But so much fun was taken out of the process on live... having to be part of a large supergroup... having to work like hell in a supergroup and find a supergroup that didn't REQUIRE playing in SG mode as a requirment and then... one was never guaranteed a chance to actually participate in the building of a base.
Anyways.
Glad to see youre finally coming around States and starting to see players have been BEGGING you for the ability to enjoy what you guys had worked so hard on.
Better late than never.
Hmm, is there yet hope for skills?
EC
Dakan. Rick Dakan. Say it like "bacon."
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I'll admit that i found this interesting:
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Vyktor: I guess it depends on where you look. I know a couple of, one villain group in particular, they want everyone on prestige. And they basically hand out Infamy to buy their stuff.
Statesman: We though that would be regular behavior. But it just isnt. It isnt, for whatever reasons.
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But the reason we've been given as to why we can't trade more than 100k at a time is specifically to deter this.
I'm confused.
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Yeah, no kidding. They keep the rate low to stop us from transferring. Then they base all their equations on the assumption that we will be transferring to all our alts??? ABUH??
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maybe that'll be a quality of life patch in i8 or i9 ?
the ability to either bank your influence/infamy and access it from any alt on your account OR be able to trade up to 999,999 , which would make inf trades a lot easier as well.
i swear everytime Statesman pops up it's two steps forward, three steps back with this guy.
And on that note i thought we got rid of him when he quit CoX for some other game (i'm kidding, I'm kidding).
and they REALLY want us to get to work on Prestige, then make it unique to the character and not just the SG. if i get pissed at my SG ans want to quit. I dont want my hard work going to a bunch of bananaheads.
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and they REALLY want us to get to work on Prestige, then make it unique to the character and not just the SG. if i get pissed at my SG ans want to quit. I dont want my hard work going to a bunch of bananaheads.
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They could always do both. Track personal prestige as well as prestige for the supergroup. Keep a running tab of how much prestige you've earned - regardless of what SG you were in at the time - and let you spend that stash towards your personal lair which would be independant of any SG bases.
So you have to be active and participating in the SG base system to get your own lair - but it would go the other way around, too; even though you're active making prestige for people you may eventually come to hate and bail on, you're building up your own stuff on the side while you do it.
@Mindshadow
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"Statesman: I wouldve thought that bases would have gotten more attention, to be honest."
Even if bases where free and everything thing in it , they would still be boring. Running from one side of the base to the other isn't going to make people stop playing WOW and other MMo's.
Combo's
Loot
Skills
Crafting
This would make COH/COV fun for me and would get players attention IMO.
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it never ceases to amaze me that WoW type fantasy gamers STILL come in here asking to have all those garbage things from their hack n slash games brought in here. The *LACK* of loot, crafting, and skills is what makes CoH such a breath of fresh air compared to that tired old Diablo formula. Please go to WoW if you like that stuff, or break your keyboard, or forget your forum password.
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Add me to the list of players who do not wish to see loot in this game.
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Statesman: Im not too worried about the bounds aspect. I am worried about players mistakenly, or unknowingly, bypassing content. So if Im a hero and I turn villain at level 20. Im going to miss out on level 20 to 50 content for heroes. If I do the same for a villain, thats content Im going to be bypassing. So thats one thing Im kind of concerned about. But its simply, at the moment, too difficult to be able to do with the resources we have. When we measured out the players desires, matched against the level of difficulty, compare that to the demands for other features in the game, its just something we dont want to put in the forefront.
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I don't think you should worry about the content players will be missing if they decide to change sides. I DON'T WANT TO PLAY A VILLIAN. But I like the villian powersets and wouldn't care if I can't see the villian content. I rather play the hero content over with powers I can't get as a Hero.
And, if you are having such a hard time making it so we can change alignment then just make it so we can make Heroic Villians or villianous heroes at level 1. alot of fascinating heroes are anti-villians. I would gladly delete my villians if i could remake them at as Heroes
I personally want the Fall from Grace/Redemption feature more than any other feature. There is no "missing content" from converting sides since a player can just go through that content with an alt. Most all players have alts. If I take a villain to level 20 then convet to a Hero sure I "miss" levels 21 through 50 content on the villain side but I get levels 21 through 50 content on the hero side. If I choose to stay a villain at level 20 I "miss" the hero content from levels 21 through 50. The players are smart enough to know that they will be chooseing a different set of content when they change sides. They wont be making an uninformed decision and they know how to get to that content with an alt. Please let us switch sides sooner rather than later.
Alien 51 - Emp/Energy/Energy Defender
Average Bob - Rifle/Devices/Munitions Blaster
Fusion Avatar - Triform Warshade
Grumpy - Nec/Poison/Mu Mastermind
Metallic Guy - Kat/Inv/Weapons Scrapper
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I'm not too worried about the bounds aspect. I am worried about players mistakenly, or unknowingly, bypassing content. So if I'm a hero and I turn villain at level 20. I'm going to miss out on level 20 to 50 content for heroes. If I do the same for a villain, that's content I'm going to be bypassing. So that's one thing I'm kind of concerned about.
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So when people who got to level 50 before you introduced the Hollows/Striga/Croatoa but want to experience that content, it's not allowed because "you're not supposed to see all the content on one character". But when people want to switch from one faction to the other, it's not allowed because "you would miss one faction's content"?
Nice flying, Yossarian.
an interesting thing just occured to me.
if they DO actually implement side-switching then just by how characters level at certain parts of the game and what level they'd implement said switch (unless it was possible to do so from the get go) then CoV would have a distinct advantage for early leveling.
I know if i had the ability i'd start a lowbie Hero AT in Mercy Island just to get a jump on leveling instead of doing the Paragon City Runaround for 14 levels.
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Statesman: I wouldve thought that bases would have gotten more attention, to be honest. And I know theyre expensive, but theres nothing like bases anywhere in the [garbled] universe. Certainly, the ability to have a base. But to customize it to the degree we give
And when people say, Theres nothing to do besides combat!
Build a base! But that has just never worked out, for whatever reason, it just hasnt. Even on a level of just pure decorative purposes. I can understand people saying, Well theres not enough to do on bases
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I was disappointed with the bases. The missions we go on have elaborate cave networks, elevators, portals to other sections. But what do we get with bases? Rectangular rooms with only one dimension. I was expecting to be able to make intricate bases like the Fifth Column with walkways and stairs and multilevel rooms. I would have been happy if you gave us access to those missions sections and we just plug them together like puzzle pieces. then give us the ability to change the color schemes of the walls and flags and stuff to place around the bases.
The expense of the bases also turned me off. It was too expensive to make those big rectangular blocks of boring space. What really gets me is that even if we get a workshop or a teleporter room , it only gives you access to a small amount of the content. The basic teleporter room only lets us go to 2 places. The basic workroom only gives us two tables. The next size rooms take up so much space that you need guite a bit more prestige to make the base big enough and to buy the actual rooms. And my supergroup , which I feel was pretty active wasn't getting that much prestige.
I like the new mantra you have. Here is what I want. I want my characters to be able to fight elaborate powered arch-nemisis bosses without having to have a full team to defeat them. I want missions where if I look at the map I can't tell where the boss will be. I want more than one entrance to the different levels in a mission (more than one set of elevators, a set of stairs , etc) to add realism to the maps. I really loved the idea of building an arch nemesis through doing missions and figuring out clues to what your foe will have and each time could make a totally different end fight. Please, if you do this , don't make it so we have to have a full team to fight this foe. I think an arch nemesis should be more personal . Actually, I think teams are cool but I think there should be alot more things do on a personal level. Secret Identities, Vehicles, and Subplots. (Statesman once said he knew about Mayfair's DC Heroes RPG. I think the subplot ideas in that game would be really cool ways to add something into this game that isn't neccessarily combat related.)
I'd like to see a more destructible environment and give heroes the dilemma of having to avoid hitting civillians to get at the bad guy.
Fallen/Redeemed is the one feature I have been wanting since I first heard of CoV. Besides, we have to make multiple characters anyways to experience all the games content already. What does it matter if I would have to make one or two more? o_O
Dang, most of the time I don't even need excuses to endulge in my alt-itis! With an excuse I will enter Alt-overload... again.
x_x
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I didn't reread the transcript, though I do remember the interview distinctly...but here's my take on bases:
They give players their own property...not exactly new ground for MMP's...however, they do offer an unprecedented level of customization.
Clearly, that customization, as well as the several gameplay benefits that the base provides hasn't been perceived to be worth the cost (i.e. Prestige/time played)...hence, Posi and several others (including myself) have taken a spin at making bases more accessible at an earlier stage.
It isn't the popularity of bases so much as the fact that our programming & art team did a phenomenal job of allowing players to generate their own lairs. Maybe not enough players have experienced this content to comment on it, though hopefully Posi's changes will help.
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The programming and art team did do an excellent job. No question there. And once you get used to the benefits of having a base, you don't like to give them up, also true. The very high cost was / is the issue. Even in a large active SG (and the one I belong to is in the top 10 hero-side on Liberty) it takes a LOT of grinding to earn the prestige to build and maintain a big base with all the trimmings.
One other issue is that by and large, SGs only have one, maybe 2, people in the SG that are actually allowed to do the base creation and editing. So if you are in a larger SG, you're more likely than not in a position where you are generating Prestige but not getting to actually play with the base tools. That can be a bit of a turnoff over time.
Human nature being what it is, I don't see an easy way around that particular problem, but the recent changes are helping. Now that a smaller SG can more easily run up the prestige for a functional base, it opens up the ability to play with the base creation tools to more people, which hopefully will increase the enthusiasm level.
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I may possibly be the only person who's not exactly looking forward to Safeguard Missions, especially after reading the description of it here.
If I read it right, it's basically War Wall Defender. Except more so.
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Nah, you're not alone - I can't figure how they're going to do it so its actually fun to play. Ah well, we'll see I guess...
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I didn't reread the transcript, though I do remember the interview distinctly...but here's my take on bases:
They give players their own property...not exactly new ground for MMP's...however, they do offer an unprecedented level of customization.
Clearly, that customization, as well as the several gameplay benefits that the base provides hasn't been perceived to be worth the cost (i.e. Prestige/time played)...hence, Posi and several others (including myself) have taken a spin at making bases more accessible at an earlier stage.
It isn't the popularity of bases so much as the fact that our programming & art team did a phenomenal job of allowing players to generate their own lairs. Maybe not enough players have experienced this content to comment on it, though hopefully Posi's changes will help.
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Howdy States
I still appreciate your investment in this game, and Im glad you take the time to survey our investment as well. Thanks.
I guess you could count me among the numbers of people who see no point or use to bases (as they are currently). I have tons of heroes / villains---numerous alts that get played all the time. Many of these toons (thematically) would belong to a supergroup / villain group for one reason or another. But, as the cohort groups are done currently, there's just no incentive to belong.
I get into this perspective of, "Why join these groups of people...that are lead by one / possibly two people who make all the decisions (some of whom turn into mini-tyrants)...who berate you for not being in Group mode...and what do I get out of it in return?" Bupkis...that's what. The aggravation is not worth the investment...especially the loss of infamy / influence.
Then theres the perspective of, Why would I want to LEAD a group of people who cant all get on the same page at one time anyway? Additionally, the way that Groups are mandated to function / amount of prestige needed---I NEED a group of 75 active players in order to just make it functional. States, thats not incentive to me at all. I run in the other direction at the thought of that.
And then, there's always the potential frustration of not knowing these people you end up joining---what happens after you've joined? You might find that you've associated with people who are not similarly minded in goals or something as simple personality? What happens if you happen to be a mature gamer and you find you're in a group of teenagers? Or, they're not as into RP as you wish to be or vice versa? What then?---you could stay and certainly not feel motivated / less inclined to play the toon, or you could leave the group due to feeling disenfranchised (with a loss of salvage and influence to mull over), or at worst, you could get kicked and leave bitter acrimony in your mouth. So, in the end, you balance that out and ask yourself, "what would I be missing if I didn't join a supergroup?" The answer?---again, bupkis.
Some other observations?--- Again, like others have posted, there's nothing personal to the cohort base. The bases are too impersonal for me. Theyre large spaces that I have no-say-so in how they are built, designed, appear, operate, function. To be honest, as beautifully rendered as they are, Im not aesthetically attracted to them in the least. I have one character---(ONE of so many characters)---whos recently joined a group to give it the old college try. Theres nothing for me to do there. Ive used the teleporter a couple times
eh
not really missing too much not having this available to me. Med-lab?---tried that for the first time this past week and was rezzed for half my health. Ill use the hospital next time.
For me, one of the greatest disinterests to the base?---theres nothing to identify it on the outside. Theres a pulsing, blue teleport spot located in some of the weirdest places. My preference?---make the entrance something that I can customize and designate its location. How about a window of a building, or a rooftop entrance, or a sewer entrance, or the front / back door of a building, or a telephone booth that doubles as a base entrance teleporter, or a portal underwater, or a cave entrance, or a portal in the sky---something personal-izable. Maybe the secret ID of my character works at the Tailor Shop and Ive installed a secret base in the cellar of the building. (You catch my drift.)
Give an incentive to belonging to a Group. Off the top of my head---though probably not the best idea---is to offer an experience percentage bonus to members of a group who are on the same team. Not sure how much---probably very little---but thats surely an incentive. (I believe an experience bonus is already available to gamers on teams currently---as opposed to soloing.) The amount of the experience bonus might also be dependent on the size of total accounts in the Super Group / Villain Group---maybe 5% xp bonus for up to 25 member-accounts; maybe 7% bonus for up to 50 member-accounts; maybe 10% bonus for up to 75 account-members.
Maybe certain story arcs are available only to teams comprised of at least 2 members of a same group. Maybe fighting certain villains / heroes can only be fought by teams with at least 2 members of a same group. Maybe certain badges can only be obtained by a team that has at least 2 members of a same group---and even then, maybe the badge would only be available to those group members on that team (not the whole team). Maybe more valuable enhancements have a higher chance to drop to members belonging to a Group (while on a team together)---and these enhancements can only be used by members of this group (cant be sold and no use in trading them to people outside the Group). Maybe unique and more impressive inspirations become available / drop for members of a group only when theyre on a team together---(again, unique to the group / cant be sold / no use in trading them). Maybe more elusive Salvage drops only to members of a Group.
A poster above noted one of the great (if not the greatest) strengths to this game is the individuality of the costume creator. Theres nothing individual to the SG base. What I would prefer?---a personal base or lair. The Batcave was mentioned---perfect example. Fortress of Solitudue. Someones chem-lab behind the false wall at the police station. The Batcycle behind a false wall in the library. A secret room in a hospitals ER area. Wonder Womans embassy. An apartment. A penthouse. A barn. A cellar. A sewer. A vehicle or craft (that doesnt necessarily move) of some sort---boat, van, car, plane, jet, alien spacecraft, rocket ship, etc.
Personally as they are currently implemented, I think Group bases are TOO large / expect to have too many members to be effective. I guess this is designed around the concept of base raids, but look to our media source (comics) for reference. In general, how large are hero / villain teams?---usually anywhere from 4 to 10 people. The X-men, Avengers, JLA, GL Corps, and LoS may have hordes of members---but at any given time, usually only 6 to 8 of the heroes are doing a story line. I recommend that Group bases can have as many as up to 75 accounts worth of heroes (as current)
but really only need 6 to 10 members to be fully functional.
So
how would my take on bases be?
Well, you could start out your hero / villain career with just a 1 to 3 room personal base / lair that would cost rent---though nothing prohibitive. In that lair, you could craft some (simple, mundane, non-game breaking) temporary powers (see another post). You could decorate it with all sorts of minutia and neat things (that you cant buy) but that do drop to your character during adventuring---maybe you want it to look like youre a poor photographer student who can only afford to live on skid row and have a fascist for a landlord who doesnt fix the hole in the floor. Or maybe its a beautiful, modern apartment that you make home-like with a bed, aquarium, and TV
or Bat-Cavey, or Grecian / Olympus-like, Ice-fortress-like, CoT-like, apartment-like, sewery-like, with all the strange collections and accoutrements that you might find in your own home or office. And again additionally, maybe certain artifacts / items / furniture (that cant be bought) are found or drop during and at the end of your missions. You could designate who can enter---be it while you were there or if you so choose while you were not. It might have a personal computer or THE super-computer that could act similar to providing newspaper missions or might give clues to start a new mission. The place would be a place for some storage of salvage (say 10 pieces from each archetype), a trays worth of enhancements (though I dont know why), some influence / infamy---but provide a bank for larger amounts, some inspirations---perhaps a levels equivalent to what you can normally hold, etc.
Then, you could decide to team up with 6 of your online friends and make a super / villain group, and the 6 of you could make a fully functional base. More people could be added for greater xp bonus. In a Group base, you might be able to craft still temporary but more impressive powers, gadgets, spells, body-enhancements, learn new fighting techniques, etc. You could do base raids---(though to be honest, I still dont know exactly what the base raid paradigm is all about). Belonging to a Group, youre eligible for the greater xp bonus (up to 10% for 75 accounts in the Group). I like the idea of tracking personal prestige along with Group prestige. That way, if you do decide to leave, youve not lost anything but that which youve invested in the Group. What youve invested in your own lair is not lost and is still on-going. Im not sure if there should be a trade off of prestige for infamy---but I dont understand the economy of the game well enough to state what would work well---and I think personally, you guys are still trying to figure this economy out for yourselves. If at any time, you were dissatisfied with your Group, you could leave and take your salvage with you---but you also lose the Group-gained special temporary powers, enhancements, inspirations, though probably not badges.
This is long---and I could probably go on a bit more. But this is my take on this current issue for now. Lets keep moving forward and growing the game.
~ Jonathan
US Army, Korea
One final thought...
It occurred to me that maybe the problem is simply not understanding the purpose of bases.
I am certainly NOT a casual gamer...and yet, I'm still pretty clueless about bases and especially base raids. As a casual gamer, there's really nothing in the game that shouts out, "HEY---join or create a supergroup then make a base...and here's why!"
Maybe you need to "market" (in the game / during game play story line) the concept of Groups and bases in general a bit more. I for one could benefit from the education. Just a thought.
Thanks.
~ Jonathan
US Army, Korea
Quoting three different people here....apparently quote attributions don't work anymore (or am I thinking of another board?)
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I think the problem is that most players don't have much to do with designing the bases. Supergroup leaders or officers do the designing and get to see all the options. It is possible for people to go onto the test server and make their own base, but do many do that?
Maybe you should re-think allowing players to have personal lairs. That would get all your hard work into a lot more hands.
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Quoted for truth. A one-player SG just doesn't work out....I still need to find someone I can trust to give leadership before my alts can join, and I'm going to have nearly no income because I'll be the only one playing. I've also got both hero and villain alts I enjoy on pretty much every server I play on, so that's another limitation.
I'm not entirely sure I agree with the comments that there isn't enough functionality to bases. Teleporters, a medical bay, empowerment stations, a computer giving out exclusive missions....that's all functionality I'd love to have. It may not be enough functionality to justify the cost of supergroup bases, but for solo bases it would equal or exceed the functionality you can get out of individual player housing (in my experience) in other games.
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I personally want the Fall from Grace/Redemption feature more than any other feature.
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Also quoted for truth. I still haven't gone through a lot of the COV missions because I just can't find a villain build that I enjoy enough to stick with it once I'm past the easy ride through the first levels. At this rate I'm likely not to see any of the high-level COV content. Being able to bring over a hero at a low level would let me go through the COV content with something that I know I would still enjoy at higher levels. Hero/Villain conversion would single-handedly give me, at least, more content than any other feature.
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I like the new mantra you have. Here is what I want. I want my characters to be able to fight elaborate powered arch-nemisis bosses without having to have a full team to defeat them. I want missions where if I look at the map I can't tell where the boss will be. I want more than one entrance to the different levels in a mission (more than one set of elevators, a set of stairs , etc) to add realism to the maps. I really loved the idea of building an arch nemesis through doing missions and figuring out clues to what your foe will have and each time could make a totally different end fight. Please, if you do this , don't make it so we have to have a full team to fight this foe. I think an arch nemesis should be more personal . Actually, I think teams are cool but I think there should be alot more things do on a personal level. Secret Identities, Vehicles, and Subplots. (Statesman once said he knew about Mayfair's DC Heroes RPG. I think the subplot ideas in that game would be really cool ways to add something into this game that isn't neccessarily combat related.)
I'd like to see a more destructible environment and give heroes the dilemma of having to avoid hitting civillians to get at the bad guy.
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And, agreed with pretty much everything mentioned here. (Apparently I'm in an agreeable mood today.) The idea of collateral damage worries me a bit because I'm a Fire blaster at heart, but it would still be interesting.
I think everyone else has already made the points I wanted to make, but since we have that comment about "giving the players what they want", I wanted to add my voice to the tally.
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Add me to the list of players who do not wish to see loot in this game.
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Hate to burst your bubble ... but it's already here and more is coming.
On second thought ... I didn't hate it.
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Oi oi! I'm surprised that no one is wondering what I5's ED is allowing I9, I10, and I11 to achieve. Where is the Legends system in all of this? One of those issues or all three? Does the Legends system have multiple features to it instead of just one advancing goal, allowing it to be put through three issues?
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The reason they gave for reducing the bonuses of HOs to SO levels was also for the Legends system. I'm assuming that part of it is a way to increase the effectiveness of our powers beyond what enhancements already give us, and letting us slot so heavily for damage, defense, and such would make us way too powerful when combined with bonuses from the legend system.
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Actually, I doubt they ever want people to be able to enhance powers beyond i5 ED limits. That really seems to be an upper boundry they don't want to wander beyond with just enhancements.
This does not mean that there won't be "better" and lootish enhancements, but in more of a "more effecient" manner than allowing you to hit damage caps and things like that.
A +100% damage enhancement sounds very bad, but if it is only more slot effective than 3 x SOs, it isn't as bad. +100% accuracy may have to be tweaked, but technically is doable right now with (S)HOs.
At least that's my conjecture. Not going above i5/ED limits, but hitting those limits accross a broader base.
Still here, even after all this time!
This had me lol'g:
Statesman: Yeah, getting back things. Its certainly something I would look at. I remember reading a post, where this guy, just goes, Im just going to go on base raids. I dont care about your Item of Power, Im just going to go your blow stuff up! Other people are like, Youre a griefer! and hes like, Well, yeah! Its these things! You think I would have realized by now that people are evil at heart. But yeah
I remember a few years back in another game that had the player community in an uproar and I thought to myself ... "How long have these people been playing and writing games? They gotta KNOW that people are going to exploit any advantage you give them by now!!"
Anyway, it made me chuckle.
[ QUOTE ]
I'll admit that i found this interesting:[ QUOTE ]
Vyktor: I guess it depends on where you look. I know a couple of, one villain group in particular, they want everyone on prestige. And they basically hand out Infamy to buy their stuff.
Statesman: We though that would be regular behavior. But it just isnt. It isnt, for whatever reasons.
[/ QUOTE ]But the reason we've been given as to why we can't trade more than 100k at a time is specifically to deter this.
I'm confused.
[/ QUOTE ] Next, on Mysterious Mysteries...
(actually, this sort of thing pops up now and then--elements designed on one premise run into elements designed with exactly the opposite one, with no real explanation of how north becomes south on tuesdays.)