Villains! Lets make a list!
Combining Double-Crosses and Fences
Instead of the the two separate concepts, perhaps at the end of dealing with a contact you're offered a really big score. At the end of that mission, you choose which new contact to fence the goods with, and that choice sets you up with a little bonus and the next series of missions.
This would allow more branching of the CoV missions and again provide an in-character mechanism for contact progression -- forcing you to abandon one contact for a more profitable alternative.
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So is this the Villains general gripes and suggestions thread? Kewl. I'll list my top 5:
5: Giant Monsters: We need more and we need more incentive to fight them.
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How about when the monster is defeated a hatch pops open in the back and some Longbow guy runs to the nearest manhole cover and jumps down to get away.
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So is this the Villains general gripes and suggestions thread? Kewl. I'll list my top 5:
5: Giant Monsters: We need more and we need more incentive to fight them.
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How about when the monster is defeated a hatch pops open in the back and some Longbow guy runs to the nearest manhole cover and jumps down to get away.
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Hehehe, I'd love to fight a longbow mecha near Agincourt. Maybe have a mini mayhem style raid on the base there, and after a certain number of turret/equipment/personnel defeats, W.M. Deitrich pops out of the bay piloting a huge red and white robot.
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So is this the Villains general gripes and suggestions thread? Kewl. I'll list my top 5:
1: Grandville: I have spent over 30 minutes trying to find a way to get to a mission door with my no vertical movement characters.
The elevators really really REALLY need to be marked on the map OR a mission marker must point you to the appropriate elevator first (that would p/o ppl with vertical movement tho so the first one is better.
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/signed. If Faultline can have it, why not Grandville?
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2: Grandville (and the rest of the game): I want to get my money's worth when selling quickly between missions.
There is no reason a Quartermaster who sells all origins should not buy all origins at premium. However the Granville Quartermaster does not. In fact the only one who sells all origings and DOES buy at premium in the entire game is the Vanguard one. If HE can, why can't the others?
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/signed, but please understand - Ghost Falcon has the same problem, and you have to UNLOCK him.
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3: Nerva Archepelago: Nerva is very big.
I would love to see a quick warp system in place for reaching the far and away areas not connected by land. A mini-Ferry or something.
I mean seriously, how often do you see (non-aquatic) superheroes swimming miles to get somewhere? ...on a regular basis?
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/Signed, This one of the reasons Nerva is one of my least favourite zones. Part of the reason I don't like Treespec trials much.
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4: Hidden/Unlockable contacts: There are several of these in the game and the are usually more interesting than the regular contacts. They give much needed variety since we don't have "alternative" zones like the heroes do. However they ere often hard to find and never (of course) introduced by other contacts.
Please implement a "rumor" message board or some other form of hint system in each zone so players at least have the opportunity to figure these guys out on their own without looking online.
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There's always City of Heroes Wiki, but how about having your contact introduce them immediately upon getting the badge (Any Contact, including a Broker).
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5: Giant Monsters: We need more and we need more incentive to fight them.
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Being able to spawn two of them is nice (although Deathsurge gets annoying), and the fact that 1 of them is needed for an accolade helps (then again, it's the Immob...).
Deamus the Fallen - 50 DM/EA Brute - Lib
Dragos Bahtiam - 50 Fire/Ice Blaster - Lib
/facepalm - Apply Directly to the Forehead!
Formally Dragos_Bahtiam - Abbreviate to DSL - Warning, may contain sarcasm
As far as the sewer network idea , there is an underground chunnel i guess in grandville that not many people travel to, I think there needs to be more mission involving that.
I agree that there needs to be something similar to perez park on villains side. The only thing that comes close is the sharkhead miner's strike. The thing I agree the most is that there needs to be more SF, but then again with Architect coming up soon. It's possible if we the players come out with great content, it could be used to for an SF and considered canon. Though an extension of this, I think those few that make it that far need one of their toons become that contact. But thats just me =P
Black Helicopters:
Good lord yes, running across Mercy is such a pain if you're just passing through. And I can't even begin to start on my travels to Thorn Isle...
@.MIDAS
BIG BROTHER MIDAS, Ice/Ice Dominator, 1314 Badges
* Any toon you see with Midas in the name is probably me *
Give villains access to the Shadow Shard! You damn right I'll approve your mortgage.
/Co-sign [u]x Midas [u]
@.MIDAS
BIG BROTHER MIDAS, Ice/Ice Dominator, 1314 Badges
* Any toon you see with Midas in the name is probably me *
With villains in mind...
More Mastermind primarys. (Aka Pets)
We have enough secondarys.....more pet types...PLEASE!
I would like to suggest Archery/TA as a redside powerset. Its a beautiful set, and definately something the badguys would have at their disposal, and yet all we get is part of TA as part of the Ninja MM set. Would there be difficulty in porting Archery as a Corr primary or Dom Secondary? I'd imagine it would opperate fairly similarly to the Blaster sets.
Do the devs read this many pages into these posts?
For me, the most important thing to fix in CoV is the atmosphere. I understand why it's dark and dreary, but I don't play games to be depressed... does it always have to be so cloudy and depressing in every CoV zone? Can't Mercy and Martial be turned into zones that are sunny maybe part of the time?
I get a better vibe from playing CoH and it's not from 'being a good guy,' it's from the nice weather they have over there.
Another nice thing would be a central hub area like the Atlas Statue -- maybe something can be done near Kalinda (to keep in line with the central hub in CoH is the level 1 area).
And one last thing -- the Super Group registration area is pretty well hidden on the villain side. The "official" building isn't even marked on the map in Port Oaks...
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Hello villains! Inspired by this thread I've made a preliminary list of things that we think are needed villainside. Lets keep things calm and make a list for the Devs.
Updated
Civilized List of Villain Issues, 7th Draft
Priority Issues
<ul type="square">[*]Patron Pools: Aesthetically they are vastly inferior to Hero APPs. (Suggestion: Add APPs for villains, ie you do your patron arc and get their pool (which you are locked into as usual) BUT you also get access to other APPs similar to the Heroes.) Partially Fixed, PPPs are at least balanced with APPs, though the aesthetic problems remain.
[*]Stalker Teaming Issues: Stalkers need a buff to PvE team survivability and usefulness. (See stalker forums for some good suggestions) Fixed
[*]Strike Force Gap: Villains are lacking SFs in the 10-15, 30-35, and 40-45 level ranges. Also, the Silver Mantis SF should be made accessible to those without VGs or those in small VGs.
[*]Villain Accolade Requirements: Remove/Replace all PvP badge requirements. Damage and Debt badge requirements in particular are set too high. Hero-Slayer requires 100 signature heroes, while the equivalent badge heroeside (Villain Disruptor) requires only 25. A re-evaluation of villain badge requirements would be nice (This also applies heroside for things like Illusionist)
[*]Enemy Variety: Why do the Legacy Chain and Wyvern drop off the radar at level 25? Longbow is already too prevalent, lets change it up. Same goes for Arachnos. Also, Warden bosses don't get demoted to lieutenant when solo.
[*]The Black Market: Detailed thread can be found in the market forum about this. Long story short, it's broke and needs fixing[/list]
Quality of Life Issues
<ul type="square">[*]Lord Recluse Strike Force: Generally accepted that it needs reworking to be more friendly to a wider team variety. (Suggestion: Space the Freedom Phalanx further apart, so that pulling is easier. However, have the entire Phalanx aggro if Statesman is aggroed.)
[*]First Respec Trial: Many teams at the lower level requirement are not equipped to handle the number of vines and the ambushes. (Suggestion: Lower the number of vines and remove the ambushes)
[*]Grandville Elevators are not marked on the map. Fixed
[*]Black Helicopters: Many Black Helicopters are parked right next to the ferries. They should be parked at the opposite ends of zones for ease of use (ie Near Thorn Isle)
[*]Mayhem Missions: Mayhem missions are far harder than Safeguards, although they are arguably more interesting as well. Reducing the size of the ambushes would go a long way towards making Mayhems more team friendly.
[*]Costume Pieces: Some way to unlock the Witch Hat and Task Force Commander costume pieces would be nice.[/list]
Major Bugs and Performance Issues
<ul type="square">[*]General Zone Performance: Get rid of the extra geometry in the zones! Grandville is particularly bad, but PO and Sharkhead have issues as well.
[*]Mastermind Pet AI: "Dumb as a post" is a good way to describe them, especially the melee pets. Attack cycling and range/melee behavior are the major complaints here. Some progress here[/list]
Thematic and Content Issues
<ul type="square">[*]Theme and Atmosphere: Most of CoV is dark and gritty. While this is a nice change of pace from CoH it gets monotonous after 40+ levels. (Suggestion: Revamp some zones, or parts of zones, to get a different feel. If St. Martial is supposed to be a prosperous and popular tourist destination, it should look the part.)
[*]Mercy and Port Oakes: These zones represent about 1/3 of the zones in CoV, yet the average character spends very little time in them. (Suggestion: Expand the zones with some high level content (a la Seer Marino). This serves to provide alternate leveling routes for villains and ,if organized correctly, could turn create a more universal meeting place that CoV lacks)
[*]Secret Contacts: Many players are completely oblivious to these gems (Doc Buzzsaw or Veridian anyone?). (Suggestion: Have the contacts send a message via the newspaper when you unlock them. Also, extend their level ranges to provide more leeway for getting the badges. Remember, promoting the unlockable contacts is almost as good as adding new content.) Fixed
[*]Lack of Trials: Villains only have the three respec trials, heroes have the three respec trials plus the Hollows, Eden, and Sewer trials.
[*]Contacts: Most contacts treat the player as a mercenary. Some variety in the types of evil a character can partake in would be nice. (Suggestion: Contacts that are intimidated or coerced into working with the villain, etc. Also more branching story arcs that allow the villain to choose how to react to a situation. More player directed evil is a good thing)[/list]
There has been some good progress recently, and I'd like to thank the Dev team for that. Keep up the good work, but there is still a ways to go before CoV is viewed as an equal to CoH rather than just another side-track.
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I think one of the strengths of CoV is the flavor of its zones. While it has fewer than CoH, each zone has several different areas to make it interesting. Compare that to most of the hero zones (Atlas, Steel, Kings Row, etc) and I think you'll see what I'm saying.
CoV does leverage that to some extent (having you return to previous zones), but I'd like to see that trend continue. Having higher-level characters return to Cap au Diable and Port Oakes (when appropriate!) is 1) consistent with the setting and 2) a nice break from the "level-appropriate" zone.
Personally, I like the "grunge" look of most of the zones, but I do agree that "cleaning it up" where appropriate would give a nice contrast. In particular, the gambling strip in St. Martial, Crimson Cove in Nerva, and Aeon City in Cap au Diable should be relatively sparkling (though they generally look better than surrounding areas as-is).
I agree that moving the Black Helicopter closer to Primeva would be a good idea. For one thing, where it currently is looks haphazard - who lands one of those things on a flimsy wooden dock?! Also, as there are several Arachnos troops in the southern areas of Primeva (and even a couple of contacts), it seems reasonable that they would have Fliers going to that area.
Also, I'd like to see some kind of "Master Plan" system, whereby random Paper Missions could be strung together for a larger reward. Say you start by stealing plans, then proceed to gather materials, and finally follow up with a "create device" mission where a random hero (or villain!) group tries to stop you.
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Also, I'd like to see some kind of "Master Plan" system, whereby random Paper Missions could be strung together for a larger reward. Say you start by stealing plans, then proceed to gather materials, and finally follow up with a "create device" mission where a random hero (or villain!) group tries to stop you.
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Hey pretty clever idea there. I find the newspaper missions to be rather tedious and that would be a nice little addition. Makes you think about what mission you take next.
"I accidently killed Synapse, do we need to restart the mission?" - The Oldest One on Lord Recluses Strike Force
I feel shameful, but I'll selfishly promote my own idea here:
Isla De Los Muertos
I think this would REALLY help villains.
Is there a villain equivalent to the Wedding Band temp power?
I've found it really useful on my heroes and kind of miss it when playing villains.
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I would like to suggest Archery/TA as a redside powerset. Its a beautiful set, and definately something the badguys would have at their disposal, and yet all we get is part of TA as part of the Ninja MM set. Would there be difficulty in porting Archery as a Corr primary or Dom Secondary? I'd imagine it would opperate fairly similarly to the Blaster sets.
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This. Pretty please?
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5: Giant Monsters: We need more and we need more incentive to fight them.
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Being able to spawn two of them is nice (although Deathsurge gets annoying), and the fact that 1 of them is needed for an accolade helps (then again, it's the Immob...).
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The biggest problem with the Giant Monsters is when they run. Are you effin' kidding me? Giant Monster. Run from a fight?! Giant Monsters should aggro easily and keep attacking until they or their target(s) are dead!
The introduction of Merits has made Giant Monsters a more worthwhile... except when you have to chase them across the rooftops (which is especially bad if you have Lackeys or other low-level characters that are having to avoid street-spawns while still trying to contribute to the fight).
Stalkers and kidnaping missions.
Either restrict the other classes, like unable to follow MMs while their pets are out, or just scrap the whole stupid cant see you cant follow you thing that nobody likes anyway.
*turns off lurking mode*
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Stalker Teaming Issues: Stalkers need a buff to PvE team survivability and usefulness. (See stalker forums for some good suggestions) Fixed
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The Fear debuff was a nice addition, but I have to say, it's not a fix. If you're not a /Nin, or an IOed out SR or Regen Stalker, your survivability is still bad, especially more so in AV/Hero fights. Even if a Stalker is surviving the fight, they're not providing much of anything in terms of damage.
No idea how to fix them either though. Better numbers on their secondaries? Or in their primaries? Personally, they're the Assassins of the CoX universe, yet they don't feel that way when you play them. They'll never be on par with Brutes when it comes to the damage output, so maybe give them better Defense/Resistance numbers? And make their Placates AoEs?
As for Mercy/Port Oakes, I'd say merge Port Oakes and Cap. They're already connected besides the Blue wall. It would make traveling to and from Mercy so much more easier. *shrugs*
Oh, and yet another voice here begging for more Strike Forces and Trials. Please. *cries* We need more ways to earn Merits. I've noticed, since the release of the system, the rare Recipes are going down blue side, and still remaining high Red side. Plus, it would just be nice for more villain content to do. You guys did great on the Story Arcs. They're fantastic. The Strike Forces we already have, amazing. Now we just need a few more of 'em.
*goes back to lurkeville*
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5: Giant Monsters: We need more and we need more incentive to fight them.
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Being able to spawn two of them is nice (although Deathsurge gets annoying), and the fact that 1 of them is needed for an accolade helps (then again, it's the Immob...).
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The biggest problem with the Giant Monsters is when they run. Are you effin' kidding me? Giant Monster. Run from a fight?! Giant Monsters should aggro easily and keep attacking until they or their target(s) are dead!
The introduction of Merits has made Giant Monsters a more worthwhile... except when you have to chase them across the rooftops (which is especially bad if you have Lackeys or other low-level characters that are having to avoid street-spawns while still trying to contribute to the fight).
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The only GM that runs that doesn't bother me is Lusca. Since s/he only does it after you beat a tentacle.
Deamus the Fallen - 50 DM/EA Brute - Lib
Dragos Bahtiam - 50 Fire/Ice Blaster - Lib
/facepalm - Apply Directly to the Forehead!
Formally Dragos_Bahtiam - Abbreviate to DSL - Warning, may contain sarcasm
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-An explanation of Lord Recluse's vision for the Rogue Isles early in the game. I don't think we should have to wait until the video screen at Grandville to learn that his master plan is... screw it, that he has a master plan at all.
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There's a hero mission, very early, in Atlas Park, where you go around and read plaques to learn about hero history (or something like that). A similar mission, red-side, after your first arc, might be a neat addition.
Never took a look in this thread, but now that I have...
I am extremely supportive of more evil in CoV. Branching story arcs would be excellent. Let's say you beat down a target enemy to 5% health. They get a temporary buff making them unkillable, and they drop to their knees begging for mercy. In a moment, that buff wears off...And the mission is complete. You can leave, or kill the dude in cold blood. Your actions will effect the Contact's reaction, and your next mission.
Heck, add a badge for it! "Merciless". X# of enemies taken down after surrender.
The only thing I'm concerned about is CoV's rating. Then again, you acctually kill somebody in the "O Wretched Man" story arc (The Huntsman dude...Ohanko, was it?).
The off-beat space pirate...Capt. Stormrider (50+3 Elec/Storm Science Corruptor)
The mysterious Djinn...Emerald Dervish (50+1 DB/DA Magic Stalker)
The psychotic inventor...Dollmaster (50 Bot/FF Tech Mastermind)
Virtue Forever.
sorry if I miss someone else posting this, but at 5 pages, I'm going to call tl;dr
Can we put something about villainside hami on there? I'm not sure what really can/should be done, but I'd really like to be able to complete a hami raid.
What part of phnglui mglw'nafl Cthulhu r'lyeh w'gah nagl fhtagn don't you understand?
Hrmm things that need to be addressed... not having waded through the many pages...
might be some repeats
so will go with the top 5
1. New Zone or two for villians (ie co-op shadowshard)
alternates for 20-30/30-40 add another island so to speak... heck copy strigia... (hrmm)
2. More TFs, heck can we find out about the Luddites?
or even the reason for hellfrosts/succubi? or even what is the back story on the contaminated? (longer ones even)
3. more low level content seems to come to mind (third starter contact?)
especially since the last couple chars i did hit PO for papers at lvl 5 yes it does get quickly outleveled but still
4. More access arc / zone wise to rarer groups villian side
(Outcasts / Warriors / Trolls anyone?)
5. Black Helicopter line fixes....
Saber Spectre Inv / EM Tanker on Guardian
Wraith Scimitar EM/ EA Brute on Guardian
Attack of the s00p3rphr34k ID 49744
Fences
Several CoV mission descriptions involve an opportunity to obtain a valuable item. The conclusion of these missions is always a bit of a let-down, with nothing but the standard Infamy/Prestige rewards. Occasionally needing to fence goods would further differentiate CoV missions from CoH.
Several contacts in each zone would be available to fence the stolen items. At the conclusion of the mission, a dialog would suggest before returning to your contact to close out the mission, you could fence the item (while you still had the "clue" describing it). Each fence would make you an offer (infamy, enhancements, or salvage) and ask if you want them to fence it. Once you accept an offer, you gain the reward and the clue is removed. You may then return to your contact to close out the mission and gain the next.