CoX and the Future
Weather is high on my list
Power Customization
War Walls torn down
I'm with Zekiran though: I'd love for them to take a break from the shiny and just polish this baby till it glows. There are a LOT of long standing bugs, zones that need revamped, contacts that need reworked, systems that "work" but could "melt face" if they got some attention (CoP and base raids, and bases in general). I'd be willing to wait through a whole issue of completely QOL/revamp type efforts before seeing anything new and ground breaking.
Issue 17: Urban Renewal
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Weather is high on my list
Power Customization
War Walls torn down
I'm with Zekiran though: I'd love for them to take a break from the shiny and just polish this baby till it glows. There are a LOT of long standing bugs, zones that need revamped, contacts that need reworked, systems that "work" but could "melt face" if they got some attention (CoP and base raids, and bases in general). I'd be willing to wait through a whole issue of completely QOL/revamp type efforts before seeing anything new and ground breaking.
Issue 17: Urban Renewal
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I, too, would LOVE to see Boomtown/Any zone cleaned up/polished, rain added in, rolling clouds that casted shadows, and possibly even new Giant Monsters added.
Which brings to mind adding Koago as a Giant Monster for the Hallows.
Blue caves, no, but the Oranbegan tunnels/rooms, yes. And not just "more of those maps and plenty of them" I mean more an expansion brought on by, say, an alternate universe's version of them - we encounter at least one of those, by rescuing the group of mages who call our own tactics of beating up their captors 'barbaric'. My main's love interest is an Akarist from another universe similar to that one, actually. So... I'm all for more Oranbega.
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Repurposed
I still thing this thread should have been named: 'The once and future Cox'...
Polishing is great, but I think whole new shinies are needed at regular intervals to bring in fresh blood.
I'd like them to connect the base building system to the MA so that players can design their own unique maps for their missions.
And, once again, I'd be excited if the devs were to actively plunder the MA architect for the best missions (and map, and custom group or villains) to transfer to regular CoX.
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How about some weather changes. Some rain, snow, cloudy days would be nice. Trees changing with the seasons.
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Weather changes would be great -- it would help with the constant gray of the Rogue Isles... independence Port... Kings Row... etc...
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An underwater zone featuring Merulina and the Coralax would be something exotic for the game.
I love old pulp-adventure/SF stories so, despite admonitions it's not coming, I'm still holding out for a Moon Zone with the 5th Column. It's a trope of lots of post WWII pulp stories to have Nazis setting up a moonbase with rockets and super-science weapons. I want my Moon-Nazis!
Semi-relating to the above, for the love of god finish the construction in Port Oaks! The Boston Big Dig saw more progress than this.
I'd also like to see more done with the Safeguard/Mayhem destructible object technology. At the top end of possibilities: team vs team PVP on mayhem maps where the villains are trying to accomplish some objective and the heroes are trying to stymie them. However, both can damage the destructible objects and destroying them gives the villains more time. Are you so callous as to fire an AoE while the villain is standing (deliberately) in a parking lot and cause all that property damage? Or do you hold fire and weaken yourself against them? But overall have objectives besides "I beat up the other guy".
Finally, a new AI setting. We've been told they literally can't add a higher difficulty setting with just +level enemies. I don't think that would satisfy my desire for tougher challenges either. But we've been told there are things like Healing-adds-to-aggro flags in the game; they've just never been used. I'd like to see an "AI +difficulty" setting where the enemies were smarter, more dynamic, and reacted better to player-actions. Heals that draw attention from enemies. Runners that auto-aggro other spawns they run past. +Perception boosts that let them aggro on you as soon as you can also see them. Etc. I don't think it would require more than a token reward increase either; it would be for the challenge of the thing and to freshen older story-content.
Zekiran_Immortal wrote:
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Myself I ... kinda wish we'd get a bit of a break on anything huge. I have barely even tapped things from 5 or 6 issues ago, let alone diving into any of the newest stuff. I'd like the dust to settle a bit and for some bug fixes to be front-burnered rather than any major new stuff.
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This. I want them to slow the hell down. I'm not even done with the Ouroboros badges yet!
--NT
They all laughed at me when I said I wanted to be a comedian.
But I showed them, and nobody's laughing at me now!
If I became a red name, I would be all "and what would you mere mortals like to entertain me with today, mu hu ha ha ha!" ~Arcanaville
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1. Power Customizations
2. More powersets (lots more)
3. CoP trial
4. Working base raids
5. Nemesis system
6. Objective based pvp (capture the flag, king of the hill/something other than "I killed you...hooray..." pvp).
That's what I can think of off the top of my head.
Leader of The LEGION/Fallen LEGION on the Liberty server!
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MKW FC: 4167-4891-5991
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5. Nemesis system
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This one confuses me. You build an enemy, know intimately what they are capable of and how to beat them, then "face" them multiple random times in missions. How is this not going to grow boring after the first couple of encounters?
QR:
2 words.
Dinosaur Island.
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5. Nemesis system
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This one confuses me. You build an enemy, know intimately what they are capable of and how to beat them, then "face" them multiple random times in missions. How is this not going to grow boring after the first couple of encounters?
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This is why I feel that the Architect system is far better for this kind of thing, provided that you have a friend that can write.
Give your friend the details (what the nemesis look like, background story, general powers), and let them work up the stories in which you meet your nemesis. This way, you can still be surprised. I'm pretty sure that no computer generated algorithims can capture exactly how you expect your nemesis to speak and act, which is why another human being is almost required in order to do your nemesis justice.
New story arcs coming soon (ARC IDs will be aded when I finish the arc):
So, you want to join the Hellions? (level 1-14 Villainous arc)
Sparks & Steel (level 5-20 Heroic arc)
and
So you want to join the Skulls? (level 1-14 Villainous arc)
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QR:
2 words.
Dinosaur Island.
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Yep. With the long empty towers of the ancient Avilian civilization...
But they'd need to have some quadruped animation models...
Mouse_Man wrote:
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QR:
2 words.
Dinosaur Island.
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Frikkin' win.
--NT
They all laughed at me when I said I wanted to be a comedian.
But I showed them, and nobody's laughing at me now!
If I became a red name, I would be all "and what would you mere mortals like to entertain me with today, mu hu ha ha ha!" ~Arcanaville
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5. Nemesis system
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This one confuses me. You build an enemy, know intimately what they are capable of and how to beat them, then "face" them multiple random times in missions. How is this not going to grow boring after the first couple of encounters?
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I would settle for designing my Nemesis, and having him scale with me (even in terms of powers). Like, for every power I gain, he gains. And not just in order. He might take something like flares, then fire breath, then put TONS into his secondary power. And maybe you just choose "Blaster" or "Brute" and they choose the power sets randomly. No need to FULLY build the Nemesis. I wouldnt care WHAT powers he had, and I think I'd prefer not knowing til I encountered him.
Also, the idea of having your nemesis as your rival if you switched: GENIUS! I wish I thought of it... lol.
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5. Nemesis system
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This one confuses me. You build an enemy, know intimately what they are capable of and how to beat them, then "face" them multiple random times in missions. How is this not going to grow boring after the first couple of encounters?
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This is why I feel that the Architect system is far better for this kind of thing, provided that you have a friend that can write.
Give your friend the details (what the nemesis look like, background story, general powers), and let them work up the stories in which you meet your nemesis. This way, you can still be surprised. I'm pretty sure that no computer generated algorithims can capture exactly how you expect your nemesis to speak and act, which is why another human being is almost required in order to do your nemesis justice.
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If I was designing a "Nemesis" system for CoH, that's how I would do it. You could roll your own if you want, but I would add the ability to delegate that ability to someone else in the game (voluntarily, of course). For me, designing your own Nemesis is like designing your own death trap.
Of course, my main concern with regard to any "Nemesis" system in CoX is the vast number of them that would end up being called "El Guapo."
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In one little corner of the universe, there's nothing more irritating than a misfile...
(Please support the best webcomic about a cosmic universal realignment by impaired angelic interference resulting in identity crisis angst. Or I release the pigmy water thieves.)
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5. Nemesis system
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This one confuses me. You build an enemy, know intimately what they are capable of and how to beat them, then "face" them multiple random times in missions. How is this not going to grow boring after the first couple of encounters?
[/ QUOTE ]
This is why I feel that the Architect system is far better for this kind of thing, provided that you have a friend that can write.
Give your friend the details (what the nemesis look like, background story, general powers), and let them work up the stories in which you meet your nemesis. This way, you can still be surprised. I'm pretty sure that no computer generated algorithims can capture exactly how you expect your nemesis to speak and act, which is why another human being is almost required in order to do your nemesis justice.
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If I was designing a "Nemesis" system for CoH, that's how I would do it. You could roll your own if you want, but I would add the ability to delegate that ability to someone else in the game (voluntarily, of course). For me, designing your own Nemesis is like designing your own death trap.
Of course, my main concern with regard to any "Nemesis" system in CoX is the vast number of them that would end up being called "El Guapo."
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I'll get the tortilla chips!
<QR>
What I really want is missions that require thought. AC had such missions. Maps were mazes (literally), there were puzzles you had to solve (or were teleported back to the entrance), keys and levers to find, secret doors.
I want CoX to move beyond beating up every spawn in sequence until you reach the end of the map.
We can tell stories now. And you can sort of put in riddles, but there really isn't a challenge to the player other than combat
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Of course, my main concern with regard to any "Nemesis" system in CoX is the vast number of them that would end up being called "El Guapo."
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It's a sweater!
Please try my custom mission arcs!
Legacy of a Rogue (ID 459586, Entry for Dr. Aeon's Third Challenge)
Death for Dollars! (ID 1050)
Dr. Duplicate's Dastardly Dare (ID 1218)
Win the Past, Own the Future (ID 1429)
The banning of any one using words with three double letters in a row. That's the future of CoH.
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The banning of any one using words with three double letters in a row. That's the future of CoH.
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So no City of Bookkeepers, then.
[Guide to Defense] [Scrapper Secondaries Comparison] [Archetype Popularity Analysis]
In one little corner of the universe, there's nothing more irritating than a misfile...
(Please support the best webcomic about a cosmic universal realignment by impaired angelic interference resulting in identity crisis angst. Or I release the pigmy water thieves.)
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The banning of any one using words with three double letters in a row. That's the future of CoH.
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Awwwww
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Blue caves, no, but the Oranbegan tunnels/rooms, yes. And not just "more of those maps and plenty of them" I mean more an expansion brought on by, say, an alternate universe's version of them - we encounter at least one of those, by rescuing the group of mages who call our own tactics of beating up their captors 'barbaric'. My main's love interest is an Akarist from another universe similar to that one, actually. So... I'm all for more Oranbega.
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I for one would like to see what Oranbega looked like before it sunk underground.
That'd be an interesting story arc for the Menders.
Save Oranbega, a few centuries before the war against Mu.
Meet and help them, knowing that one day, they will become eeeevil.
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That'd be an interesting story arc for the Menders.
Save Oranbega, a few centuries before the war against Mu.
Meet and help them, knowing that one day, they will become eeeevil.
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If they meet and help them, before the war... they don't have to become evil. That's pretty much the premise of my alternate world.
Please read my FEAR/Portal/HalfLife Fan Fiction!
Repurposed
How about some weather changes. Some rain, snow, cloudy days would be nice. Trees changing with the seasons.
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