Power Customization F.A.Q.


1_800_Spines

 

Posted

Any chance of ever getting some custom TRAVEL powers? I know it would be at least as much work as the prestige sprints, and done right a lot more than that - but it would be tons less work than overhauling ALL the powersets, and would go a long way towards furthering character customization.


Larry Jablonski
Infinity Server

Arc Name: Old Folks Home
Arc ID: 261041
Synopsis: The Octogenician can control minds, but only of people over 80. He's taken an old folks home hostage. Beat up old folks screaming about the good ol' days to defeat the Octogenician!

 

Posted

Great post BaBs.

I understand why PC is such a nightmare (had a good idea before, but this helped clarify). However, I have to think that getting PC into the game before Champs goes live should be a major focus. I would suspect that you will loose a significant amount of players if Champs has it well-implemented and CoH does not.

I would suggest getting a dedicated team of new hires and a few old ones who's only/main task is to quietly work on PC in the background (be it through the process you describe or via a completely new/overhauled game-engine). That way, the bulk of the current staff can continue to deliver the great content you've been putting out (especially in the last year) and you can drop this feature like an atom bomb on your players and the competition when it's ready to go.

Of course that's easy for me to say...


 

Posted

Got it, thanks, BaBs.

I'm afraid, however, that the option to customize my power look and animation has been a major issue for me since mid-beta. And by animation, I mean point of origin from my character/avatar.

When I choose a magick origin hero or villain, then I certainly do not expect to see a blatant tech device circling my head or any other myriad jarring incompatibilities I could list out here to everyone's boredom and impatience.

This whole issue plays into the 'patron power' complaint, as well: being forced to play only one way or no way.

This staggering lack of choice has always been and apparently always will be annoying, frustrating and boring. At this point, I don't know what else needs to be said about this whole frickin mess.

Except this: customizing my costume, while awesome, isn't nearly enough to counter-balance the fact that I can't fully express my superhero concept via powers, weaknesses, alter-egos, disadvantages and so on. The 'Enhancement System' is basically cloned from Anarchy Online and has, as of the last installments of 'purples', transformed CoH into a crafter's game. Nothing about any of this is superhero anymore, IMO.

I realize this isn't your fault. I appreciate the effort you've made to clarify why NCSoft will not be doing power customization. I appreciate your honesty.

I hope you can appreciate that I feel a need to move on to a game that offers the options I feel will make my online leisure time more appealing, less frustrating and less, well frankly, boring. Until that time, of course, I'll hang my hat here.


Cal2


 

Posted

Can I have your stuff when you leave?

The sense of entitlement some players have never ceases to amaze me.

The Devs have bent over backwards and given us a hell of a lot over the years. Power Customization may be a "hot button" for some people, but for most of us it's a "cool, I'll enjoy that if it ever comes out". Am I going to threaten to run to Champions over it.. no. Am I willing to give up my 3 Issues a year plus events so my Energy Blast can be green instead of Blue.. no.. We'll get it, if and when the Devs can figure out how to do it that doesn't cost an arm and a leg..


 

Posted

The worst thing for NCNC will be that even if they do get PC implemented they'll likely want to charge for it...and since relatively easy items that we used to get for free like costumes and emotes cost $10 now, I figure PC will be $20-30.

So even if they somehow get it done close to the release of CO, you'll have 2 choices:

1) Pay for PC in a game where you've pretty much exhausted all the content

2) Pay for a brand new game with PC, lots of new features and a mass of unexplored content.


I'm not sure there's a "win" in this anywhere for NCNC.


 

Posted

...well damn now I hope they do charge for PC just to see you stand around and scream how that's the last straw...and still not cancel your account.


 

Posted

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Can I have your stuff when you leave?

The sense of entitlement some players have never ceases to amaze me.

The Devs have bent over backwards and given us a hell of a lot over the years. Power Customization may be a "hot button" for some people, but for most of us it's a "cool, I'll enjoy that if it ever comes out". Am I going to threaten to run to Champions over it.. no. Am I willing to give up my 3 Issues a year plus events so my Energy Blast can be green instead of Blue.. no.. We'll get it, if and when the Devs can figure out how to do it that doesn't cost an arm and a leg..

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lol. You call it a "sense of entitlement". Some people call it customer demand.

Let's say you want a new car, and go to the only car dealer in town. You want a blue car, but they only have red. So you lease a red car.

Now your lease is almost up and you still want a blue car...but they still only have red. But there's a new place that's going to open up that has blue. Are you acting like a spoiled brat if you decide that you're going to shop at the new place next time? And is it unreasonable to tell the old place exactly why you're leaving?

All people are doing is saying what they want in a Superhero game. It's not "entitlement" it's "personal preference".

We don't have a some kind of friendship or relationship based on trust and loyalty with NCNC or any other game company. We're the customers, they're the business. If we like what they have then we buy from them, if we like something someone else has then we get that instead. But it isn't unreasonable to tell them what wer like, in case they want to offer it as well.

The only unreasonable thing is thinking that the folks at NCNC are "giving" us anything, that they're our friends or give a crap about us in any way other than to make sure we give them our money. So it's pretty reasonable to tell them exactly how to keep getting it.

Honestly, you're like one of those guys that thinks the stripper must really really like him since she's sitting and talking to him...as long as you keep handng over the money.


 

Posted

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...well damn now I hope they do charge for PC just to see you stand around and scream how that's the last straw...and still not cancel your account.

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I've already canceled. Just waiting for them to take away my forums access. Til they do, which I guess will be at the end of this billing cycle, I'll keep posting.

I've actually had more time with an inactive account than with an active account over the last three years. I come back once in a while to see if the game's gotten better, but only because it's the only superhero MMO. As soon as they lost that monopoly, I doubt I'll even come back to check things out if they do add PC.

And don't kid yourself, there are thousands just like me. You can say "good, quit." I've heard that before...like all the time I was on the AC2 forums posting about the problems with that game...or AO, or Auto Assault.

Games die if the customers aren't taken care of. Hopefully no one here is naive enough to think CoH is eternal.


 

Posted

No one thinks CoH will be played by our grandkids as they graduate high school.

We also know the Devs treat us a lot better then some get treated in other games.

Everything right in this game vastly overshadows the flaws, you've just been looking down at those flaws so long you forgotten why there is a shadow over them to begin with.


 

Posted

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I've actually had more time with an inactive account than with an active account over the last three years. I come back once in a while to see if the game's gotten better, but only because it's the only superhero MMO. As soon as they lost that monopoly, I doubt I'll even come back to check things out if they do add PC.

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Keep in mind that the new superhero MMO is being brought to you by the same team that made this game. There were a lot of promises made about this one too, that never happened.

Just something to think about.

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The worst thing for NCNC will be that even if they do get PC implemented they'll likely want to charge for it...and since relatively easy items that we used to get for free like costumes and emotes cost $10 now, I figure PC will be $20-30.

So even if they somehow get it done close to the release of CO, you'll have 2 choices:

1) Pay for PC in a game where you've pretty much exhausted all the content

2) Pay for a brand new game with PC, lots of new features and a mass of unexplored content.


I'm not sure there's a "win" in this anywhere for NCNC.

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So they charge for nice small prestige bonus pack once, and now you think they're going to charge for every little thing? Man, kids these days...


 

Posted

I say now what I have said for 4 years. All I ever hear is "Yeah we could do it... but it would take too much time and it's not a high priority".

Well guess what BaB. Your players have been asking for this feature for 4 YEARS straight. So obviously it IS something we want and want it rather badly since we WON'T let it go.


[IMG]http://img42.imageshack.us/img42/2886/coxboardsig.jpg[/IMG][B][SIZE="3"]
The shining world of the seven systems. On the continent of Wild Endeavour. In the mountains of Solace and Solitude there stood the Citadel of the Time Lords. The oldest and most mightiest race in the Universe. Sworn never to interfere. Only watch...[/SIZE][/B]

 

Posted

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I say now what I have said for 4 years. All I ever hear is "Yeah we could do it... but it would take too much time and it's not a high priority".

Well guess what BaB. Your players have been asking for this feature for 4 YEARS straight. So obviously it IS something we want and want it rather badly since we WON'T let it go.

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Get This Through Your Head.

Do you like any of the following?

1) New Powersets (Sonics, Archery, DB, Will)
2) New Missions
3) New Zones
4) PvP
5) Bases
6) Various graphical updates.

Pick one. To have Power Customization by this point, that's all you'd have aside from it. Not to mention bug fixes would have to take a complete back-seat since PC is very likely to break them all anyway as it gets implemented. NCSoft would not permit the game to stagnate like that, or if they had, there would not be a game right now because most people would have left.


 

Posted

RE: Astroburn


Entitlement when I'm paying for this service? What's wrong with the younger generations?

I don't know about any of YOU, but when I spend my hard-worked for cash on something, I become a customer. I'm the one that has to be satisfied, not the company providing the service. You continue with your sheep-like sycophancy all you want---I'll spend my money with the company that takes note of my preferences and provides solutions that match.

I'm not threatening to leave this game like a 2-year old pitching a fit. I'm a legitimate customer advising the company that my leisure time is important to me and if they *cannot* provide the services I wish to spend my money on, then alas, I will indeed move to a competitor that *can*.

Note the use of the word *can*.

If BaBs had come on here and said: *won't*, then yeah, I'd have instantly hit the cancel button. Even though he says it *can* be done, he spells out the scenario sufficiently for me to realize that they cannot do it---any time soon. That's honesty in business right there and I really appreciate it. That means, they keep me as a customer right now and possibly in the future for other products. But it also means, I'm going to go with the company that *can* provide the options I wish.

You see, since I earned my money, I get to decide to whom I will give it and why.

Cal2


 

Posted

I'm not certain i agree with the tone of this post, but I confess having had reservations about a couple of issues raised, specifically:

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When I choose a magick origin hero or villain, then I certainly do not expect to see a blatant tech device circling my head or any other myriad jarring incompatibilities I could list out here to everyone's boredom and impatience.

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I have long since thought that a hero's origin should have some impact on play besides determining where you shop. The uniformity of power appearances spoils a lot of the flavor that (I think) origins was supposed to impart. Even allowing for the fact that (for example) only magic heroes can use magic enhancements which encouraged magic heroes to confront magical opponents. . . now the origin of the hero matters less, because the ultimate expression of his ability will come through IO enhancements which is independent of his origin. So what's the point of origins?

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...customizing my costume, while awesome, isn't nearly enough to counter-balance the fact that I can't fully express my superhero concept via powers, weaknesses, alter-egos, disadvantages and so on.


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Yeah. I hear you. Although I knew when I bought the game that the name on the box said "City of Heroes" and not "Champions MMO", and therefore I can forgive Cryptic for not including all that, while lamenting the lack of those elements (alter-egos! Lois Lane type NPC's I have to rescue occasionally! personal arch-nemesis!) that are so vital to classic superhero mythology.

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The 'Enhancement System' is basically cloned from Anarchy Online and has, as of the last installments of 'purples', transformed CoH into a crafter's game. Nothing about any of this is superhero anymore, IMO.

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I want to disagree with this, because being able to craft is kind of fun. But I have to agree that it seems very incongruous to have this kind of crafting system in the game. It further blurs the already nearly-nonexistent line between origins and turns heroes into farmers; in a nutshell, it's a fun MMO mechanic that doesn't seem to fit easily into a "superheroic" MMO

This may not be the most useful post, because while I've been able to highlights those parts of CoX that leave me vaguely dissatisfied, I'm not certain I have any concrete solutions or suggestions to those issues.

Maybe someone else does. . .

And for the record; BAB, thanks for the detailed post explaining why one of the things highest on my wishlist is very unlikely to be implemented. I shall be patient, and enjoy what superheroic goodness is there (and there is much).


 

Posted

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Q: What is power customization?

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A: Good quesiton, depends on who you ask. Power Customization could mean:
<ul type="square"> [*]Being able to change the hue or color of your power's FX[*]Being able to change the way your FX look[*]Being able to change what your power actually does. Ie, more damage but less accuracy.[*]Being able to modify or add secondary effects to your power. Adding Fire damage to your broadswords[*]Being able to change the appearance of henchmen or pets[*]Being able to change your appearance while form shifted from powers such as Granite Armor.[*]Being able to change the animations related to your power[*]Being able to change the sound related to your power[*]Being able to change the name of your power[*]Any or all of the above.[/list]
When we talk about power customization, we're generally talking about the first couple of items...being able to change your power's FX in some way.

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Q: What's so damn hard about power customization?

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A: The pipeline from power to effects just wasn't designed to be flexible. The powers designer creates a power def. This def defines all of the things associated with a power. What it's called, how much endurance it costs, whether it's a click, toggle, or auto power, its range, radius, etc. Power defs also contain a series of attributes such as doing this much smashing damage and this much energy damage. Power defs are softcoded, but they can't be changed on the fly or vary between one player and another. Power defs also call continuing FX on specific attributes. Ie, play the FX script for stone cages on the Hold attribute. So if the target is actually held, it plays the effect...otherwise it doesn't play anything. This is also softcoded as part of the power def and can't be change dynamically. Nothing related to power defs are stored on individual characters.

Power defs also point to another file called a PFX. This file contains a series of things that happen on events. The first half deals with animations. Play these animation bits when the power is activated. Play these when the power hits someone. This animation takes X amount of time before the damage should actually happen and takes Y amount of time before another power can be used (ie activation time). The 2nd part deals with the effects in a similar way. Play this FX script when the power activates. Play that FX script on hit. PFX scripts are also softcoded and can't be changed on the fly, yadda yadda yadda. These are also not stored on individual characters.

The FX scripts are a series of events and particle emitters. The color of particles are part of the particle scripts set as RGB values. Particles CAN inherit RGB values from the player, but they have to be attached directly to a costume node to do so. Also can't be changed on the fly, also not stored on characters.

So all of the things that determine what effects plays, when they play, where they play, and what color they are are all softcoded. They're in one location, shared by all players with the same power, and can't be changed dynamically or stored individually on each player.

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Q: So how come weapon customization works...what's the difference between it and power customization?

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A: Weapon models used to be called through the PFX scripts as an activation effects script. Every single PFX for every power in a weapon set calls the exact same activation effect. It's in fact one of the things the game uses to determine whether or not you already have your weapon out. What we did for weapons was we removed the weapon from the common activation effects in the PFX scripts and stuck it on the player as a costume piece. That gets us an always visible weapon that can be swapped out for other costume pieces (ie weapons), color tinted, etc. Unfortunately, we don't want the weapon always visible, so the next clever bit was we stuck it on the player as an animated entity. Weapons are essentially the same thing as wings, or the crab spider’s backpack, or Black Scorpions tail. They have their own sequencer that says, “Play this move when you get these animation bits”'. Animated entities attached to the player models inherit those animation bits from the player model it's attached to. So when you use a power like Slash, the PFX says 'set these mode bits on the player'. The animated entity custom weapon sword inherits those mode bits and starts playing the move where it's visible. While the player is in weapon combat mode, the sword is also in weapon combat mode and is visible. When the player gets out of weapon combat mode and goes into regular combat mode or back into the ready state...the weapon model goes into its default ready mode (it only has 2 modes...weapon combat, and ready)...where it's flagged to not draw. Perfect. Customizable weapons for everyone.

That concept can't really work for anything else...not completely anyway. For everything else that's not a weapon, ever power points to a different PFX which all use different attack effects, activation effects, hit effects, etc. Each PFX in a non weapon powerset generally doesn't have a lot in common with any of the other power's PFXs. So we can't just take one thing out that's shared by everything and stick it on the player as a costume. There are some exceptions to that. We could do it for some things, like the spines that come out of your hands for Spines or the red(pink) pom-poms of Energy Melee...but that's about it.

Now, that whole concept can be extended to do a bit more. It should theoretically be possible to move all of the attack effects and activation effects from the various PFX in a powerset into the sequencer for a null costume 'weapon' for the other powersets. So for example, fire blast would get an invisible 'weapon' model as a costume piece. That costume piece is an animated entity and it inherits all of the anim bits from the player. So when it gets the bits to play the Flares animation, the sequencer move for the 'weapon' would play the attack/activation FX for Flares. This gets over most of the hurdles for power customization. It's attaching effects to a costume node so the effects can inherit the costume node's color...similar to how auras are color tint-able. And it should capable of playing any effects that happen on or from the player. Glowy energy melee hands, fireballs that you hurl, lasers that come out of your eyes...all that stuff.

What it can't do, is play effects on anyone else. The powers system determines if a power hits or not. There's no way for something on your player model to know that you've actually hit anything...no bits for it to inherit and trigger the right animation (hit anim bits play on the target)...no way to know where to put the FX if it could be triggered. Same thing with continuing effects. The power system keeps track of when the attributes are true or not, whether or not to play the continuing effect, what effects script to play, and what to play it on...you, the enemy, a bunch of enemies, your team...whatever. That information doesn't go to the player. So attack effects and activation effects...we could do similar to custom weapons. But hit effects and continuing effects, we can't.

Weapon customization did open up some avenues of exploration and got us thinking more outside the box, but ultimately we found that specific pathway to be a dead end. There's just no way to intercept hit or continuing effects, so every powerset would have some sort of disjointed half customized, half standard look. That's just not acceptable for us, so the only solution is to pursue some other avenue that can handle full customization of every effect associated with a power.

All of that, is stage one of power customization. Figuring out how to retool the system so it can actually work. That's the part that involves writing the new code and making the necessary changes to all of the player power defs and/or PFX to support it.

Stage 2 is a massive overhaul of every single effects script used by player powers that we're going to customize. Right now, the colors for the various effects are softcoded into the particle emitter scripts. Most of our particle emitters use grayscale textures that are tinted to an RGB value through the particle script. In order for a particle to inherit the tint from an outside source (currently only from a costume node it's attached to), it has to be set to red. So 255,0,0 as an RGB value means that particle is going to inherit 100% of the costume node’s RGB color. The more white a particle's RGB value is the less color it inherits. Most basic example of this would be the effects for Energy Blast powers. Those are all tinted various colors, from blue to white. All of those particle scripts would have to have their RGB values shifted to red instead...So there would be a pretty big chunk of work required to 1) tracking down, collating, and duplicating all of the FX and particles scripts currently used by powers 2) change all of the RGB values used by all of the particle scripts so that they can inherit the color from an outside source.

On top of that, we also have some particle scripts that use pre-colored particle textures. Dark Miasma is a good example of that. We also use geometry in some of our FX scripts, and most of them use some sort of pre-colored texture So things like the bubble for Force Fields, that teal blue-green is the color of the texture that's on that sphere. Those particles and FX geometry would have to have new grayscale textures made for them and then they would need to duped and set up to use color tinting.

Stage 2 isn't difficult work, it's just a ton of it. There are tens of thousands of FX and particle scripts that would need to be tracked down, duplicated, and modified.

Stage 3 is hooking all this up into some sort of system or UI to allow you guys as players to change your fireballs from red-orange to green. Most logical place for that is the costume editor, probably something similar to how you currently deal with auras or custom weapons. Other ideas involve special color enhancements that you can slot into powers, console commands that you could type in, options set in the graphics menu, etc. Those are all implementation ideas...probably the easiest step of the whole process.

Can it be done? Sure. Given enough time almost anything can be done. But is it more important to do than all of the various other things that can also be done in the same amount of time? That's the step where power customization as a feature has repeatedly fallen off the list and pushed back to the next issue. We still continue to discuss it, trying to figure out some way to do it in a way that won't require as much new code, or won't require so much time from an FX artist to make it happen.

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Q: Why not make a version for each power that you can chose, and then assign a pre-colored FX script to those. Red Flares, Blue Flares, Green Flares, etc?

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A: Duplicating powers and PFX in that way makes it very difficult to maintain those powers. We did this for the prestige sprints and it certainly can work, but if we were to do that for every player power then that's a huge amount of duplicate data just to have the visuals changed. The likelihood of bugs related to powers would increase exponentially. Every time Castle would go in to fix a bug with Flares, he'd have to fix that bug for every 'color' version of Flares.

It’s also a ton more work than being able to just take the current FX/particle scripts, dupe them one time, and set them to a common tint-able ready color. If we had to manually tint variants for every FX script then it’s a ridiculous amount of work.

It's also limiting the options for players. What if the shade of yellow we pick isn't the exact shade of yellow-orange, or yellow-green that you were really hoping for. Even sticking to Red, Orange, Yellow, Blue, Green, Violet, White, and Black would be duplicating the power defs for every player power 8 times. And would you guys really be happy with such a limited set of options?

So, it’s a ton more work for us, exponentially more upkeep problems for Castle, and less options for you guys. Not going to do this …even if it does work.

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Q: Why not make enhancements that add color or change the color of your powers?

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A: Enhancements won't just magically make color tinting happen. Something like this is more of an implementation suggestion, or how a player might actually go about changing the color of their power effects after power effects can actually be changed.

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Q: We get that it would take a long time to rebuild all of the powersets to be customizeable...but could new powersets be built so that they are customizeable from the start?

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A: New powersets could be easily be built specifically for color tinting, but we still currently lack the system to take advantage of that.

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Q: What about the hammer from Stone Melee, or the swords for Ice Melee and Fire Melee? Could those be made into custom weapons too?

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A: Technically, yes...they could. Still, I think we'd prefer to hold off on these particular powers until we can deal with being able to customize the whole powerset. Otherwise we could paint ourselves into a corner by making the elemental weapons customizeable and then not being able to make the rest of the power FX customizeable because of that.

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tl;dr


 

Posted

I possibly lapsed into too broad a generalization with my commentary on crafting. I'll put that down to the lateness of the hour. You could also argue it's completely off-topic to this post---though it does have a tie-in with the whole PC issue in that the only means we have of customizing powers is through the use of these enhancements.

In mid-beta, I posted to the beta bboard something along the lines of:

Origin should alter the appearance of powers. Within the context of that alteration, customization should be available: color, activation points and so on.

The response (from Jack, I think) was: too late; ideally, customization should be however the player wants, regardless of origin; will look into this for a future update.

I argued that having set powers that all looked exactly the same would eventually lead to stagnation and boredom. I also argued that having nothing else to do in this game besides combat would lead to the same.

Now, I think it's gone too far for the latter: crafting of enhancements and the whole market scheme. This kind of gameplay isn't compelling for me, I admit. At this point, since PC is out, the only suggestion I can make is for *something* non-craft related to be tacked-on at the end for the lvl 50 game. Because engaging the same pre-50 game with the exact same powers over and over again has become exceedingly boring for me.

Cal2


 

Posted

Calibre2,

Hear hear.

I have heard echoes of similar sentiments in forums from other games; that players who want more content, improved gameplay, specific issues dealt with, are somehow ungrateful wretches. Picture the outraged response to Oliver Twists's outstretched, empty bowl: "Calibre2 has asked for more!"

Vote with your wallet, and, in doing so, let those in power know what it is you want. It seems fair to me.

What is unfair to me is doing what some people seem to imply; don't complain, don't say what you'd like to see in your game, don't make suggestions or rock the boat. How would the developers know what direction the players want to take if everyone just shut up and played? And if the game collapsed in on itself because another game introduced features that players wanted but didn't talk about, who would be to blame?


 

Posted

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Put simply. It's never going to happen folks, it's too much of an investment of budget to justify such as small feature to the game.

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I'd like to make a "Gentleman's Wager" on that Tal. I'll bet we will see some form of color customization on effects by summer 2009. I would have been of the same opinion as you a while back, but the CC has been gaining more and more momentum. It has been fueled even further by WC and the announcement of CO. So I think there will be an change in the "value" of this particular feature. I think we will see either the implementation of a new tech or a rolling up of sleeves to get it out the door.


"Samual_Tow - Be disappointed all you want, people. You just don't appreciate the miracles that are taking place here."

 

Posted

QR

While we are on the subject, is there any possibility of appropriate animations added for proc effects?
Example: Chance for negative damage proc fires, a negative damage animation occurs.


 

Posted

I definetly see that this would be a good reason to believe that they're probably working on a sequel. If everything that Cryptic is promising about CO comes true, then it could spell doom for CoX very fast. Being able to customize your character completely is something that I know I would enjoy very much. That is why I'm watching Champions very closely... I know that the game isn't even in beta and that some of these promises could easily go down the pipes. But I believe that they wouldn't promise anything that they couldn't pull off either. That's just bad business practice... not like it hasn't happened before though.

I'm curious to see how NC is going to respond to their new competition. I really hope they can turn this game around from where it is currently headed, because recently, I've felt that I'm being forced to spend all my time worrying about crafting and making money. It's that a thing of my own creation? Maybe.. But there is nothing else to distract from that. It has fundementally become a game of farming just like every other MMO. Hopefully, they can come up with new ideas, cause on the whole this game doesn't feel like it belongs in the superhero/comic book genre anymore. It's just a generic game where you can make any character of any current MMO genre and it will fit. It's a jack-of-all-trades, master of none sort of thing. Granted, this IS a good game compared to many other MMORPGs.

I wish I could come up with some suggestions, but I'm at a loss. From what I've read though, NC seems to have a few tricks up their sleeves coming in the near future. I hope to hear exactly what they are soon.


@Ninth Cloud
Justice

 

Posted

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I say now what I have said for 4 years. All I ever hear is "Yeah we could do it... but it would take too much time and it's not a high priority".

Well guess what BaB. Your players have been asking for this feature for 4 YEARS straight. So obviously it IS something we want and want it rather badly since we WON'T let it go.

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To quote BaBs:

"I'd also have to refute the claims that this is the most often requested feature. It's not. It's high up there, but there are still a half dozen things that are suggested quite a bit more and would actually have more of an impact on the game."

One year from today's date I'd much rather be playing a game with more to do than a game that looks pretty.


@Demobot

Also on Steam

 

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I say now what I have said for 4 years. All I ever hear is "Yeah we could do it... but it would take too much time and it's not a high priority".

Well guess what BaB. Your players have been asking for this feature for 4 YEARS straight. So obviously it IS something we want and want it rather badly since we WON'T let it go.

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To quote BaBs:

"I'd also have to refute the claims that this is the most often requested feature. It's not. It's high up there, but there are still a half dozen things that are suggested quite a bit more and would actually have more of an impact on the game."

One year from today's date I'd much rather be playing a game with more to do than a game that looks pretty.

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Just out of sheer curiosity... what are the most requested features?


@Ninth Cloud
Justice

 

Posted

#1. The ability to walk!

&gt;_&gt;;


 

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#1. The ability to walk!

&gt;_&gt;;

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I don't "think" walking is goign to be an important thing to put in. I know the RP'ers want it, which is fine, but I doubt its something that is more requested than PC.


@Radmind - Justice Server
ClintarCOH - Twitter

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Posted

Well as much as I want walking to be in the game (and I really, really do), I was joking.