Expanding CoV
1) New villain zones & content are long overdue and I agree that redside needs more. At the least, an SF to fill the 30-35 hole would be nice.
2) The Cathedral of Pain Trial won't be back until they can figure out how to close the exploits that went rampant when it was live the first time. They've released restrictions on bases, which is great since we don't have to follow raid rules anymore. They'll have to reintroduce base raids (hopefully by having two kinds of bases so the rest of us can keep our awesome non-raid ready bases) before they can bring the CoP Trial back.
It's something that was always advertised as part of CoV and it really does need to come back sooner rather than later, but right now realistically it's months away at best.
3) Raising the level cap is, always has been, and continues to be a terrible idea. I'm sure someone will copy/paste the long list of reasons why at some point, or you could just take the trouble to do a search and find them for yourself.
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Wow, lots of suggestions in a compact paragraph. Ya might want to separate them out a bit next time to make it easier to read, but here are a few responses:
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I play villians 99.9% of the time versus heros. Now I have noticed that Heros is so much larger with over 20 areas to explore and task forces in almost everyone of them. I think the villians side needs to be expanded. Villians contains only 7 areas, excluding PvP and co-op areas. I know heros has been around longer, but really does that matter? Instead of making a new issue with something expeirmental, how about making a new area for us villians?
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More zones for villains is suggested pretty often - I know there are a few other threads around on the topic.
More content for CoV would be great. But the fact that heroside has so many more zones was partly a design decision by the Devs. Since you tell me you don't play heores much at all, I will tell you that while there are almost 20 zones that are heroside only, some of those zones are lightly populated (Boomtown, Striga, Perez Park). Also, one complaint about CoH is that there are too many zones, so the Devs drastically cut down the number when they created CoV. Heroside, contacts often send you across several zones during a story arc, which is a big PITA.
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Or bring back some really awesome stuff, like the Cathedreal of Pain trial. By the time I got my base ready to do the trial, the trial was pulled from the game. Felt like it was a waste of time. Now what good is the vault room in base design?
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We have been told that the I13 changes to PvP were the first step towards making some cool base raiding stuff. We have also been told that the CoP was very badly broken and that fixing it would require rebuilding the thing from the ground up. I don't expect the CoP to come back, but I do expect something to take its place in a few issues, perhaps as few as 1-2 issues.
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How about for Issue 16, instead of coming up with new powers or costumes; how about 10 new levels to gain? Dont have to have new power sets, maybe just one new enhancement slot per lvl? To complete the powers we have. I think this would go over well.
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New levels seems very unlikely to happen, in fact Castle has pretty much said it isn't happening. The game would have to be rebalanced since it currently is balanced around the limits of powers and enhancement slots we have at 50. I don't know that adding "levels" which only grant enhancement slots would be enough for the rabid fans of adding levels anyway.
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At least with the villians on the pinnacle sever would enjoy it. Thanks for your time.
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Like I said, lots of ideas in a small space. All of them have been suggested before - you may want to try searching around a bit to see what others have said previously.
Altoholic - but a Blaster at Heart!
Originally Posted by SpyralPegacyon
"You gave us a world where we could fly. I can't thank you enough for that."
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I play villians 99.9% of the time versus heros. Now I have noticed that Heros is so much larger with over 20 areas to explore and task forces in almost everyone of them. I think the villians side needs to be expanded. Villians contains only 7 areas, excluding PvP and co-op areas. I know heros has been around longer, but really does that matter? Instead of making a new issue with something expeirmental, how about making a new area for us villians?
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How long CoH has been around has nothing to do with the number of zones it has. One of the many complaints about heroside is that it's too damn big and people can never find teams because the zones always seem empty. On the bright side Positron has said that we will see new zones instead of revamping existing zones because the work involved is almost the same. So new zones are coming in the future.
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Or bring back some really awesome stuff, like the Cathedreal of Pain trial. By the time I got my base ready to do the trial, the trial was pulled from the game. Felt like it was a waste of time. Now what good is the vault room in base design?
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The CoP was shut down because it was so badly borked. Getting it working requires a lot of other features getting fixed first. Pvp and base raids for example. So forget about the CoP until the other stuff is fixed first.
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How about for Issue 16
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Positron told players this during the Anniversary Event:
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Fulcrum: Posi, just curious, how far ahead do you have plans for at the moment?
Positron:Working on I18 prelim designs.
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So your a little late for I16 ideas. Sorry.
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instead of coming up with new powers or costumes; how about 10 new levels to gain? Dont have to have new power sets, maybe just one new enhancement slot per lvl? To complete the powers we have.
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Here's the dev's position on raising the level cap.
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Castle:
Why? What does raising the level cap actually do?
Let's say we raised the cap to 60 tomorrow. Here is a list of things that would NOT be included:
More power selections.
More Slots to allocate.
More Inspiration slots.
Why? Because those things are already at a point where players can do nearly anything.
We do have some tricks up our sleeves, but they don't involve changing the level cap.
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And here's the cut and paste Justaris mentioned.
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You have asked one of the really often asked dead-horse questions.
So, here, courtesy of M. Bills FAQ scrolls, is your answer.
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Why raising the level cap is not a good idea for COH
It's me, your friendly (?!?) neighborhood (close the blinds!) cut-and-paste answer. Why a cut and paste answer?
Because this is one of those suggestions that comes up a good bit, and I'm a lazy bum who doesn't want to type this each and every time.
I want more levels!
This game has had two level cap increases. Both times for the exact same levels. Both City of Heroes and City of Villains started out with content for 1-40, putting in the last ten levels the following issue.
So why not another? 50-60?
Well, sit back and let's take a look at it.
But World of Conanhammer has....! We should too!
Many other games have periodic level cap increases. New areas are introduced, new gear and new foes are introduced. CO* has been at level 50 since issue 1. Why is there no cap increase?
If you look at those other games, they have gear. Gear that gets replaced. If you want to get more powerful, you get new gear. They're heavily "loot" based. How many of them can you use your first Small Sword of Bat-killing and Armor of Somewhat Rumpled Paper in past the first few levels?
OK, you CAN use them. How suicidal would it be to do so? Old equipment doesn't scale well. It gets replaced. Old skills ("Nasty carpet shock") get replaced ("Nasty carpet shock +1" to "Ow, that hurts" to "ZOMG! Lightning!")
City of Heroes doesn't use gear. We don't have Swords of Swordly Slaying or Sniper Rifles of Moderately Good Accuracy to replace. They don't wear out. We have powers - powers you can use from 1-50. OK, yes, we have enhancements, and enhancements get replaced and change a power - but they make the powers themselves more powerful. You don't typically replace Tier 1 blast with Tier Eleventy - you use them both to create an attack chain. You don't replace your Healing Aura with Healing Aura Level 30, you add slots into it and make it more powerful. Are you a tank? Your armors overlap and complement each other - one giving Smashing protection, the next Elemental, the next Energy, and don't forget your Mez protection.
Right now, that system is designed around 1-50. The first 40 levels deal with getting YOUR powers selected and strengthened, as well as a few anciliary powers (travel powers, end management and utilities.) Level 41-50 has a few, select powers as you work through the high level content, powers that are meant to look at your archetype and cover a few of their "holes." Tanks, for instance, get a ranged attack to pick off runners, or start grabbing aggro with a bang (or a whoosh.) Defenders, after spending 41 levels buffing everyone else, get to self buff. And in public, too. Controllers get some damage, and so forth. Even the Patron powers do this, yes, adding shields, ranged attacks, immobilizes and the like.
All this, and the slots you're given, are designed around levels 1-50.
The top end "Gear" (top set Enhancements, including Purples, and Hamidon enhancements) are designed around level 50. So are rewards - such as unlocking Epic Archetypes. If you want to look at what another few levels would do to this stuff, I suggest looking for a Titan Calcite Shard.
What's that?
That's similar to a Hamidon origin enhancement, but dropped by the Crystal Titan. People don't use them - and didn't, before IOs - because they *wear out* in the early 40s. Why? Because the cap was raised from 40-50, so what, for one issue, was top end... no longer is. You'll notice there's no similar item villainside.
Other games have forced obsolecense of gear - and, the flipside of it, a minimum level of "acceptable" gear to do top end content (raids, PVP and the like.) This is part of what's meant by "The game begins at X level" in those games. COH... the game begins at level 1. Getting the "gear" is part of the whole grind built into those games, something that is decidedly missing in COH. Yes, you have to work at getting XP. But you'll get that regardless (unless you enable "no XP.") Even the "Purple recipes" don't need to be farmed for - they have a chance to drop from every mob. Not just a special raid, and even a sidekicked level 1 could have them drop.
Sidekicking!
Yeah, let's look at that. It reinforces the point I made about gear. What happens if you take a level, say, five in another game and bring them to the level 40 zone? They're useless, and quickly dead, generally. At least, if they can get IN those levels.
In COH, you can take that level five to the level 50 area, sidekick them, and - while they generally won't be able to do *much,* their attacks, debuffs and the like will scale. A sidekicked Level 5 Controller's hold will still stack. It won't last as long and they won't have accuracy as good as a level 50, but it will still hold its target or stack with other holds on tougher ones to get something held. Heals scale - an aura that heals 50 damage natively is now doing 400 while sidekicked. (making up numbers, but the concept is the same.)
There's no "useless gear." Powers scale as you get a full set.
I want to progress!
One of the (valid) complaints about CO* is that there's not much to do when you get to the end. Part of this is the design of the game, the "Journey vs Destination" mindset. And part of this is due to alts - you have a bunch of slots, and between debt reduction, patrol XP, double XP weekends and the like, you can miss a chunk of it by blinking.
What you want, in that case, is not "More levels." It's "More content." The reason people think "More levels" when they bring this up is what's already been pointed at several times - *other games.* You want more to do, and - there, at least - better gear to do it with.
Well... again, we don't have "gear." More content, though, is perfectly doable within the 1-50 framework, *without* an artificial level bump that breaks nearly (at time of writing) five years of foundation. We can have tougher foes - in fact, the same group (say, Circle of Thorns) will have different abilities as you go up in level, if they're a level 1-50 group. They get tougher. They're designed to be more of a challenge.
But I want a bigger number!
Here's the thing. COH is really built around being able to reach 50. It's an attainable goal, you end up with a varied suite of powers that really let you tackle almost anything. City of Heroes is far more favourable to growth *outward* (more content in the existing ranges, more zones, etc.) than *upward* (level 60, 70, 80, 9000.) Again, this is most strongly indicated by the lack of "planned obsolecense" of powers, and that you don't use "Gear." If you're a Broadsword scrapper, to use the most obvious example, you don't need to get the Uber Broadsword of Slicey-Slice at level 20, the SuperSlicer 9000 at 30, etc. to progress. You can change the look without changing effectiveness. And you can change your effectiveness by changing your slotting and/or IO sets - or build, given dual builds.
Without "Gear" to force into upgrades, moving upward (bigger numbers) is really more of a detriment.
Not only do you now have to figure out what will happen with powers and slots (especially with the large number of 50s out there - do you change the 41-45-47-49 to 45-48-51? What do you do with the 50s who have them already?) but you have to change epics (awarded at 50,) rebalance around a whole new set of powers, deal with PVP, and come up with a whole new set of rewards - like Hamidon origin enhancements, which would then be pointless, and purple recipes, which would no longer be "top gear" - to work towards at 60.
The population gets spread out more, and the 50-60 content gets burned through rapidly... and then we hear the call for another level bump, to 70. Which starts the whole thing over again. 50 is an attainable goal, you know you'll get there and be at your pinnacle, even if you don't drink. You'll be able to "catch up." Your character won't be obsolete.
In short... we can expand the game, add more to it, and give you far more to do without the artificial chase of "the next highest level after 50."
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Also from M. Bill
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a tip on searching.
1. Click on "Search" up at the top of the forum.
2. On the left, under "Forum(s) to search," select "Suggestions and ideas."
3. On the right, Keyword Search Terms. This is probably where your problem was if you did search. Try the following, exactly as typed:
+vehicle -"re: "
This will search for anything with the string "vehicle" in the title.The -re: portion of it removes replies, so you'll see the root of every thread that comes up, letting you see just how many threads there are on this. (The last helps for other subjects, as well.)
Be sure to put the space between the colon and last quote.
4. Click the "In subject" radio button. This is a search, not a cute blonde in a bikini. Here, you want to ignore the body.
5. Leave Username Search blank.
6. Date range, Newer Than, change the 1 to a 3, and the time to Months.
7. Result format doesn't matter. Click on "Submit."
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I play villians 99.9% of the time versus heros. Now I have noticed that Heros is so much larger with over 20 areas to explore and task forces in almost everyone of them. I think the villians side needs to be expanded. Villians contains only 7 areas, excluding PvP and co-op areas. I know heros has been around longer, but really does that matter? Instead of making a new issue with something expeirmental, how about making a new area for us villians? Or bring back some really awesome stuff, like the Cathedreal of Pain trial. By the time I got my base ready to do the trial, the trial was pulled from the game. Felt like it was a waste of time. Now what good is the vault room in base design? How about for Issue 16, instead of coming up with new powers or costumes; how about 10 new levels to gain? Dont have to have new power sets, maybe just one new enhancement slot per lvl? To complete the powers we have. I think this would go over well. At least with the villians on the pinnacle sever would enjoy it. Thanks for your time.
Anti-Llama