Villains! Lets make a list!


absentimental

 

Posted

I hope that this qualifies as things COV is in need of (and COH)

How about arch Nemesis' for heroes and villains?- NOT AI based but between REAL heroes and villains? Missions that are pvp, not just zones and task forces. A "tracking device" in your base or lair and some other UI that locates or shows your nemesis' location (if applicable) or online status and more. Obviously some things need to be worked out such as

- Available to heroes and villains at level (?)

- How to pick MUTUALLY who your hero or villain's nemesis is

- Level limit and (automatic) exemp/malef. setting for those +3/-3 levels above or below the hero and villain's average level

- New missions... again NEW MISSIONS!!! (Hero protecting a location from villain's attack, Villain's trying to find out hero's secret identity (just as simple as adding another imput string for this purpose, not a ton of code by itself!) and so on)

- Rewards for the winner and something for the loser (???)

- Recognition in various places for winners (a villain wins, opens missions for him/her/it as well as some sort of global recognition depending on the level of the hero and villain so EVERYONE can see who won or lost.)

And anything else you can add or subtract . Tell me what you think.


 

Posted

[ QUOTE ]
I hope that this qualifies as things COV is in need of (and COH)

How about arch Nemesis' for heroes and villains?- NOT AI based but between REAL heroes and villains? Missions that are pvp, not just zones and task forces. A "tracking device" in your base or lair and some other UI that locates or shows your nemesis' location (if applicable) or online status and more. Obviously some things need to be worked out such as

- Available to heroes and villains at level (?)

- How to pick MUTUALLY who your hero or villain's nemesis is

- Level limit and (automatic) exemp/malef. setting for those +3/-3 levels above or below the hero and villain's average level

- New missions... again NEW MISSIONS!!! (Hero protecting a location from villain's attack, Villain's trying to find out hero's secret identity (just as simple as adding another imput string for this purpose, not a ton of code by itself!) and so on)

- Rewards for the winner and something for the loser (???)

- Recognition in various places for winners (a villain wins, opens missions for him/her/it as well as some sort of global recognition depending on the level of the hero and villain so EVERYONE can see who won or lost.)

And anything else you can add or subtract . Tell me what you think.

[/ QUOTE ]

this kinda goes with my idea that can be looked at or found Here

but its fits perfictly with your idea dude! good job!


 

Posted

I had heard of the contacts by name (only because their badges were necessary for an accolade) and I can see them in my Ouroboros missions list, but I had no idea that I would NEVER see them in game unless I took the effort to find them. How would I?

It would be nice if there was a contact management ability so I could see which contacts I've been through with my other characters and which I handn't. Of course, if contacts were specific to areas as I suggested here:

http://boards.cityofheroes.com/showflat....=0#Post11115949

then this would be a lot easier.


 

Posted

Three problems with villain patron powers:
1. They generally lack flexibility of uniqueness between the four choices.
2. Most aren't powers worth taking.
3. From a concept and thematic standpoint the powers don't always fit a character. Hero epics had much more diversity that allowed one to take an epic set that fit their primary/secondary concept better.

Solution:
Give us an option to access recluse epic archetypes (by completing the RSF), at the cost of dropping our patron powers. We wouldn't have to respec out of our patron, when doing a respec we'd simply choose the recluse epic style and once one is chosen our patron power pool is locked out along with the other epic set choices.


 

Posted

Didn't have time to read the entire thread so if this has already been mentioned, count it as my vote for it. If not, here is my suggestion:

Villains need something like the sewers found Hero side.


 

Posted

One thing I tell everyone is that Villains is great if you can get past the grind of the first zone. The missions you get in Mercy are pretty boring and repetitive and I often find myself street sweeping until level 7 so I can move on to Port Oakes and run newspaper missions. I'd like maybe another source of fast xp. (something like the sewers on hero-side) Yeah you can just run the missions you get, but there's only so many snakes you can kill before it gets too monotonous. Maybe we can have random missions with different enemies to fight.


 

Posted

Something I would like to see. Skulls and Trolls in higher level zones. The Skulls are all over Mercy but soon as you hit Port Oaks your lucky to see one or two of them meandering lost through the docks. After that? Ive never seen a Skull doing there thugging around any other zone. Cap Au Diablo i think i have gotten one or two paper missions. It makes it really hard to get the badge for them let alone for bosses when you dont run into them anymore.

Trolls - you dont see them period unless you get the luck of the draw and get a paper mission with them in it. Again - REALLY hard to get the badge for them.


Anything not nailed down is mine, anything i can pry loose wasn't nailed down good enough.

Criticism is always better when it's constrictive, and not sarcastic ~ Obsidius

 

Posted

Something I would REALLY like to see is a new co-op zone where any level could enter it. In that zone we should have a new contact, new missions (with all new maps/tilesets) and a HALL OF FAME. This Hall should hold the names of all lvl 50 toons for that server.

Again, another idea to break down the barriers between heroes and vills!


 

Posted

As for me, I'd like to be able to join any and all villainous organizations. Many people have characters that are Outcast, Lost or even Nemesis members(At least in their own histories). I personally feel it would make for a great deal of new content and some nice quality of life if I could hitch my wagon to most any villain group. We have official Arachnos arch-types with the I12 villain epics, this would and could be for the lower levels.

Create a villain and seek out a member of Nemesis (A contact) and get from him a mission to prove your worth. From there you take on additional missions themed to the villain group in question earning temp powers, costume pieces and so forth. Until eventually you are made a full member serving in the upper echelons of the group. Stretch it out reasonably and it would keep more then a few people entertained for a good long time.

Now I've put no thought into coding and so forth. I have no idea how hard any of this would be but I still felt that it was worth posting. I cannot see this if done properly, would ever be a bad idea. Of course I think heroes should get this too....join Longbow, earn a uniform and costume slot to put it on.....a jetpack, able to call in back up.....ah I'm just rambling now.


 

Posted

[ QUOTE ]
As for me, I'd like to be able to join any and all villainous organizations. Many people have characters that are Outcast, Lost or even Nemesis members(At least in their own histories). I personally feel it would make for a great deal of new content and some nice quality of life if I could hitch my wagon to most any villain group. We have official Arachnos arch-types with the I12 villain epics, this would and could be for the lower levels.

Create a villain and seek out a member of Nemesis (A contact) and get from him a mission to prove your worth. From there you take on additional missions themed to the villain group in question earning temp powers, costume pieces and so forth. Until eventually you are made a full member serving in the upper echelons of the group. Stretch it out reasonably and it would keep more then a few people entertained for a good long time.

Now I've put no thought into coding and so forth. I have no idea how hard any of this would be but I still felt that it was worth posting. I cannot see this if done properly, would ever be a bad idea. Of course I think heroes should get this too....join Longbow, earn a uniform and costume slot to put it on.....a jetpack, able to call in back up.....ah I'm just rambling now.

[/ QUOTE ]

Been talking about all that for awhile now...

As far as the last part. IMO We pay them for a service our money goes to them! What they use it for is their fault! Not mine! They "[Bleep!]" like we have no right to ask them for what we want! POSI needs to see this and needs to understand that we pay him and his DEVS. Getting some kind of BS response saying things like "Do you realize the codeing involved in this..." This is not what I(You) pay for.

Now hearing "we can't do this because..." this generic response is fine. I am OK with a "because of current tech this cannot be done"

Its the wineing about how many hours they put into writeing this code for this "thing" is a pain. Dude! YOU went to collage to learn this and YOU put in the app to work for PlayNC. Not me! IE = YOU ASKED FOR THIS! I didn't put a gun to your head threw your classes and kept it there as you drove to your interview and then forced the HR dude to hire you! If you wanted the right to complain about what we ask for then make the game free and feel free to grind into us, but untill then [censored] and let me know if current tech makes things not "happenin"

This RANT was brought to inpart by me and fueled by poor treatment by PlayNC. thanks to those who read this far and please have a nice day!

Reguards,
PC Tracer

P.S. To sum up what I just ranted about its like a butt doc comeing home and complaining he looks at [censored] all day!


 

Posted

[ QUOTE ]
This RANT was brought to inpart by me and fueled by poor treatment by PlayNC.

[/ QUOTE ]

That is a matter of opinion only. I personally feel that NC has been doing a bang up job with the last few issues, even if it doesn't address everything outlined here.


 

Posted

the point is if it would take that much extra work to code or something, you'd see a rise in the price to match for a while


 

Posted

[ QUOTE ]
[ QUOTE ]
This RANT was brought to inpart by me and fueled by poor treatment by PlayNC.

[/ QUOTE ]

That is a matter of opinion only. I personally feel that NC has been doing a bang up job with the last few issues, even if it doesn't address everything outlined here.

[/ QUOTE ]

This is true but I kinda was sleep depped when I posted that sry POSI and sry DEVS this is a mybad and your doing your job. And its not the DEVS saying this I found out it was players thinking if they say that in place of the devs the would get brownie points and maybe get on the beta tester crew or what ever. SO again I'm sorry and keep up the good work your training pays well.

I know I get upset at times as we all do but hey I love i12!
(It just sucks to be a villian on Justice...)


 

Posted

I'm not sure if this has been said, and I can't read all the other pages of this list right now, but I would really like more Low level contacts. Heroes got 12 starting contacts across two zones. If we can't have two zones, can we have at least a wider variety of contacts so every time I roll a new villain I'm not doing just the same low level missions again and again?

Also, no more snakes. I get it, I kill snakes as a low level villain. If I kill one more low level snake I may vomit. So if they do give us more low level contacts, please give us something without snakes.


"Where does he get those wonderful toys?" - The Joker

 

Posted

I hereby /sign this thread.


 

Posted

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.
<Quoted by Apocrypha>

HO YEAH THEY ARE! I cant believe i made it to 50 with those block heads. If they can make the Grave Knights actually....ya know....MELEE, they way they are supposed to. Id be all over it.

/signed


 

Posted

[ QUOTE ]
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 July 25th, 2008
Civilized List of Villain Issues, 7th Draft

Priority Issues
<ul type="square">[*]Patron Pools: Functionally and 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. Rebalance the APPs in general. Alternately, Make Patrons respec-able and add in pools for the Signature Lackeys)
[*]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 are already too prevalent, lets change it up. Same goes for Arachnos. Also, Warden bosses don't get demoted to lieutenant when solo or on small teams.
[*]The Black Market: Some supply and pricing issues exist, but the resurgence of the villain population after i12 seems to have eased things a bit.[/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
[*]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.[/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.)
[*]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. 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]
What does everyone think? Any other issues to add? Anything that I put on the list that doesn't belong?


[/ QUOTE ]

I've removed the Stalker issue since i12 seems to have fixed things. If anyone has anything that they feel is worth adding to the list, please make a post in this thread.


 

Posted

Mercy missions/contacts: The rogue isles needs a sewer network! A massive amount of peeps who play CoV complain about this frequently, there are no alternatives to the missions in mercy, you only have 2 start off contacts where heroes has one for each origin, and both kalinda and burke have you fighting almost all snakes!! A sewer network would give us the ability to not only speed up the lvling from 1-6 but give us varied enemies to fight other than those damnable snakes. On a Good day, the streets of mercy are so full of villains there arent any enemies to hunt, I ran from base to fortunata without even seeing any baddies cause they were inbetween spawns


 

Posted

Well, I think a nice way to solve the contacts thing is to keep with the first two contacts (After all, the Arachnos pilot in break works for, guess who? ARACHNOS! There seems to be little reason why he would give you a chance to speak with Burke. Maybe he was bribed or something.) but upon completing their arcs you are given a choice of three new contacts. (From Kalida I imagine Mongoose, some guy who deals with the infected, and another Arachnos contact. From Burke I'm thinking his already existing one, a semi-crooked Longbow agent who's been contracting villains to cripple Arachnos, and someone who's kind of small time and sends you to mess up with R.I.P. and other lower villain organizations on Mercy, you'd also get lots of bank jobs.)


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Quote:
Originally Posted by Samuel_Tow View Post
City of Heroes is a game about freedom of expression and variety of experiences far more so than it is about representing any one theme, topic or genre.

 

Posted

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.

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?

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?

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.

5: Giant Monsters: We need more and we need more incentive to fight them.


 

Posted

Ok, I have a wish for Villains that I think we could use a lot more of red side.

Trials.

Simply put I'd like to see more than just the respec Trial Red Side. Maybe even some high end Trial(s) like, say, 44-47 or possibly 47-49. Any sort of Trial would be ok with me. I also know that asking for more Trials for Villains is a bit much, but I think they could use a couple.


 

Posted

Villain-specific General Power pools

These would help differentiate the CoV classes that are most similar to CoH counterparts. A couple could be simple parallels of the CoH General Pools, but with more villainous names and animations/effects.

An example of a new one would be:
Fighting Dirty
1. "Throw Sand" - temporarily blind opponent, a point blank version of Blind power.
2. "Low Blow" - a punch or kick below the belt, a low-damage temporary stun/confuse effect.
3. "Sucker Punch" - A moderate to high damage punch, only valid on stunned/held/slept targets.
4. "Kick While Down" - A high damage kick, only valid on targets recovering from Knock-Down.


 

Posted

Accosting NPC citizens

To provide Villains with an equivalent to the CoH "Thank you" bonus Influence and Prestige from saving a civilian from NPC thugs.

A new power innate to ALL Villain classes, "Accost" Using this power on a non-cowering, non-fleeing NPC on the street (in an appropriate level zone for the Villain) would put the victim into a cowering animation, have them say "Don't hurt me!" or "Just take it!", etc., provide a small Infamy (and prestige) bonus, then cause the victim to flee.

Occasionally (especially likely if the power is used again within a few minutes), an ambush of zone-level-appropriate Longbow heroes will descend upon the scene to rescue the victim, attacking the Villain. This provides a small risk to balance the rewards.


 

Posted

Double-crosses

Instead of the CoH-ish progression of contacts, when a CoV contact is nearing the end of their missions they'll provide a "Go see xxx for details" and an intermediate contact before receiving the job (simular to CoH's Security Chief function). The intermediary would ask the Villain to return to him/her directly instead of their regular contact. At the conclusion of the mission, they MAY return to the intermediary (or choose to return to the intermediary instead of their contact via a rewards dialog-box). This would provide a small bonus of infamy, change the intermediary into an active contact, and end all relations with the betrayed former contact.

This would allow a bit of branching between contacts instead of the linear path, and provide a more villainous feel to the process (choosing the right moment to betray the current contact).