How far City of Heroes has come


Adelie

 

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God, I've avoided actual interviews and discussions given by Emmert... does he still give presentations like that or has he improved?

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to answer this question.

He still sounds and presents exactly the same. You should have heard him at the Champions Online Chili Cook-Off


 

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Density Control was morphed into Kinetics.

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Kinetics was listed also. Though I guess since these are single powers and not sets, then sure, it became Increase Density.

Man you guys are just party poopers. Let your imagination run free, dig?

Lewis


Random AT Generation!
"I remember... the Alamo." -- Pee-wee Herman
"Oh don't worry. I always leave things to the last moment." -- The Doctor
"Telescopes are time machines." -- Carl Sagan

 

Posted

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Density Control was morphed into Kinetics.

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Kinetics was listed also. Though I guess since these are single powers and not sets, then sure, it became Increase Density.

Man you guys are just party poopers. Let your imagination run free, dig?

Lewis

[/ QUOTE ]i dunno, id say its good to find out we didnt miss out on things, instead they are just called other things. you cant miss darkness control when it turns out we actually have it. a bird in the hand is worth two in kate bush.


 

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I'm going to make a list. Bare with me.

In the beginning there was no:

Respecs
Costume Changes, or multiple costumes
Outdoor Missions
Peregrine Island, levels 40+ for heroes
Shadow Shard
Hollows
Villainside
AV change EB
Auras
Capes
Arena
PvP at all (not too much difference really)
SG Bases
Inf trade was capped at 99999
You couldn't change leaders in a team, you had to disband and reform
Striga Isle
Croatoa
Ouroboros
Tutorial Skip
Badges
Accolades (just making it obvious)
Epic ATs
And tons more I'm forgetting.

And for power changes,
6 Hamis could cap a blasters damage.
Tankers started with a lower base modifier (.65?)
Controllers could permahold groups and AVs, but had no containment
Scrappers and Defenders are basically the same
Blasters had much less life (more like defender range), no defiance, smaller base modifier
Smoke Grenade could make it impossible to hit you
No slow cap, Caltrops could slow people to infinity
Regeneration scrappers were by far the toughest characters in the game
IH was a toggle, much better numbers than today
Dark defenders absolutely sucked
-Tar Patch didn't -res
-TG didn't -regen, same with HG
-Fearsome Stare made enemies run away.
-Dark Servant spammed FS, and didn't move
Controller pets were not perma, but you could have multiple of them out.
The following powersets didn't exist- Sonic, Archery, Trick Arrow, Sonic Resonance, Dual Blades, Shields, Thermal Resonance, Pain Domination, Poison, Electric Melee, Willpower, Electric Armor, Cold Domination, Plant Control, Energy Aura...

So yes, we've gone quite a bit forward.


TW/Elec Optimization

 

Posted

Hearing all these oldschool posts has really brought back playing my first blaster around i3...

I recall how debt actually hurt, and it could take a long time to clean off, I remember wiping several times on a team, and being seriously bummed because that unholy dark bar was going to take forever to clear


Karonax - Level 50 Stone/Stone Brute
Zasz - level 50 Fire/Fire Blaster
Melkazar - Level 50 Illusion/Radiation Controller
Rodasha - Level 22 Peacebringer
Mayra - Level 32 Energy/Electric Brute
Dr. Alexander - Level 50 Empathy/Psionic Defender
Akrinos - Level 50 Bane Spider

 

Posted

Scrappers aren't basically the same though, they had no such thing as a critical hit.

I think there were other changes but that's the big one.

Oh yeah: no travel supression in combat.



my lil RWZ Challenge vid

 

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Scrappers aren't basically the same though, they had no such thing as a critical hit.

I think there were other changes but that's the big one.

Oh yeah: no travel supression in combat.

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I consider making all melee attacks go from 5 meters (feet?) to 7 one of the best changes ever for my Scrappers.


Playstation 3 - XBox 360 - Wii - PSP

Remember kids, crack is whack!

Samuel_Tow: Your avatar is... I think I like it

 

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Scrappers aren't basically the same though, they had no such thing as a critical hit.

I think there were other changes but that's the big one.

Oh yeah: no travel supression in combat.

[/ QUOTE ]also, if i recall correctly, attacks didnt queue(my word that is a oddly spelled word) if you werent in range, you got the (target is not in range" and had to re-click it when you were closer, that made melee a pain in the butt. now i just set up crane/eagles claw, run in and meet the first opponent with the least polite of handshakes. runners used to be the leading cause of scrapper-pattern baldness.


 

Posted

[ QUOTE ]
[ QUOTE ]
Scrappers aren't basically the same though, they had no such thing as a critical hit.

I think there were other changes but that's the big one.

Oh yeah: no travel supression in combat.

[/ QUOTE ]also, if i recall correctly, attacks didnt queue(my word that is a oddly spelled word) if you werent in range, you got the (target is not in range" and had to re-click it when you were closer, that made melee a pain in the butt. now i just set up crane/eagles claw, run in and meet the first opponent with the least polite of handshakes. runners used to be the leading cause of scrapper-pattern baldness.

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Speaking of runners, that was another fix -- you used to have to be ahead of a runner to be within melee range of it, based on how the computer kept track of npc mob positions and your position. That was really annoying.



my lil RWZ Challenge vid

 

Posted

I remember when it was a royal pain in the butt to fill out your character with SOs. You didn't have any rich alts, so you had to live off the land. You can tell who's an old hand by how often they feel compelled to go sell their enhancement inventories...

Stores only sold the "Power 10" enhancements: Accuracy, Damage, Healing, Endurance Recovery, Rechage, Resistance, Defense, Hold, Range, and... I forget the last one. Maybe Immobilize? At any rate, you could generally get your hands on the basic enhancements, but if you needed Jump, Fly, or Tohit Debuff enhancements, you had to buy from a contact at twice the normal price.


Arc #41077 - The Men of State
Arc #48845 - Operation: Dirty Snowball

 

Posted

The best improvements to the game. Ones that you new folk could probably never imagine this game without.

1. Respecs. When this game started it was impossible to Respec your character. Make a power choice mistake? Live with it or start over at level 1.

2. Ragdoll Physics. The bad guys didn't used to flop around so amusingly.

3. Trick Arrow, Archery, Sonic blast/buff, all villain ATs, dual blades, plant control, willpower, energy armor and more powersets that were added.

4. "Outdoor" maps. I remember getting all excited hearing about maps in instanced "zones". All maps used to be in buildings or caves.

5. Boat maps, brown cave maps, etc. Also, transition maps. I was SO excited when I saw my first office map turn into a sewer map.

6. Lots of new enemy groups.

7. Capes. And much later, Wings.

8. PvP, inventions, etc (stuff I had and still have little interest in but are notable)


 

Posted

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Scrappers aren't basically the same though, they had no such thing as a critical hit.

I think there were other changes but that's the big one.

Oh yeah: no travel supression in combat.

[/ QUOTE ]also, if i recall correctly, attacks didnt queue(my word that is a oddly spelled word) if you werent in range, you got the (target is not in range" and had to re-click it when you were closer, that made melee a pain in the butt. now i just set up crane/eagles claw, run in and meet the first opponent with the least polite of handshakes. runners used to be the leading cause of scrapper-pattern baldness.

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Speaking of runners, that was another fix -- you used to have to be ahead of a runner to be within melee range of it, based on how the computer kept track of npc mob positions and your position. That was really annoying.

[/ QUOTE ]true, but the enemeis had some non-euclidian wide-reciever skills and always zigzagged me, my system wasnt exactly beefy back then, so i tended to have to predict things before visual reality sluggishly reacted.