Allow Us To Respec Origin


Aett_Thorn

 

Posted

With all of the great Booster packs and Veteran powers that are here already and those coming down the road I feel that it is time to allow us to have a Origin respec.

I have well over a hundred characters right now and most of them have the same Origin because in the past it really did not matter what you selected as your Origin. But here comes these great booster packs and even better emotes and veteran powers and low and behold I now have a reason to want to choose an actual Origin for the specific character.

Please give us missions to earn Origin respecs. No more than two respecs for each character.

Thanks for reading.

Rich the Origin Guy


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Posted

You can use the booster packs with any origin you know?

I sure would not mind being able to respec origins for concept purposes though.


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Posted

I see no reason to have a respec assigned specifically for origin. What the devs could do for those that want to modify the origin of their existing characters is give out 1 origin change token to each character on their account.


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Posted

Don't see the need for an Origin respec. The only thing Origin affects is the temp power you start with (throwing kives, tranq dart, taser, mutagen, charm) and who your initial hero contact is. Redside it only affects the temp power.

/unsigned the devs have better things to do.


 

Posted

Quote:
Originally Posted by Forbin_Project View Post
Don't see the need for an Origin respec. The only thing Origin affects is the temp power you start with (throwing kives, tranq dart, taser, mutagen, charm) and who your initial hero contact is. Redside it only affects the temp power.

/unsigned the devs have better things to do.
Ummm, it also determines most every enhancement you slot.
Also, some of us have accidentally chosen the wrong origin at creation to match our concept and didn't immediately notice (I don't slot until 12, for instance).

To the OP: /signed



 

Posted

Quote:
Originally Posted by Thirty_Seven View Post
Ummm, it also determines most every enhancement you slot.
Except for Training Enhs... and Invention Enhs... and Hydra Enhs... and Titan Enhs... and Hamidon Enhs...

There are a few temporary powers throughout the game which behave differently for different origins (eg: Demon Box summons Tar patch, or if you're Magic it summons a Wailer pet).

It determines which ranged vet attack you can get +50% damage from the first time you have the option to pick them.

But Origin really doesn't do much, beyond concept. And all of the booster goodies work equally for all origins, so that doesn't really matter. I don't see any pressing need for this.


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Posted

Quote:
Originally Posted by ChaosExMachina View Post
You can use the booster packs with any origin you know?

I sure would not mind being able to respec origins for concept purposes though.
The Origin respec is strictly for concept. I should have said that in my original post, sorry.

Rich the Strictly Guy


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Posted

Quote:
Originally Posted by Forbin_Project View Post
Don't see the need for an Origin respec. The only thing Origin affects is the temp power you start with (throwing kives, tranq dart, taser, mutagen, charm) and who your initial hero contact is. Redside it only affects the temp power.
It also determines which Yin Talisman SO your heroes can start slotting at level 10.

http://wiki.cohtitan.com/wiki/Yin%27s_Market

Although I didn't design her specifically around the Yin Talismen, I was rather pleased to re-discover that Tech gets Endurance Reduction SOs from Yin. That made the early levels more bearable for Feisty Fawn, my Kin/Electric Defender, as /Electric is pretty endurance heavy:

http://i4.photobucket.com/albums/y12...OH-Fawn-00.jpg


My Fire/Kin could have benefitted nicely from being Tech Origin. However, I would have to completely redesign her look and background, which would make her a completely different character.

http://i4.photobucket.com/albums/y12...kle-Bat-00.jpg

Being Dark Elf with Black Dragon in her fairly recent lineage, and being from a world where magic is the primary force of nature...yeah, that makes her magic origin, which bites for her because Fire/Kin is painfully heavy on the endurance in the pre-Stamina levels (made her back in January and she has only been played to 14 since.)

If I ever do make another Fire/Whatever Controller, I will be going with Tech Origin. This will be one of the few instances where the character will be designed with the Yin Talismen in mind.


And as per the OP, I would not see a problem with an Origin change. Make it once per character, automatically convert any slotted normal SOs and DOs to the appropriate type, unslot and auto-sell any slotted Yin Talismen, and alter what your original starting contact says when you go back to talk to him or her later to reflect that your origin has changed (just for a bit of flavor there). The latter two items would only apply to heroes, since Villain contacts are not origin specific and villains don't get Yin Talismen.

Also, perhaps make the minimum level 10 to prevent any glitches with the starting contact, as he or she would be outleveled by then. Lastly, EATs and VEATs would have to be barred from changing origin I think. Or perhaps not, if someone could come up with a reason why.


 

Posted

If the inherent origin were so important to a character, it would be involved with more than just enhancements (which are identical to their respective counterparts in terms of behavior), a few introductory missions, and the Yin store (which doesn't make much sense to me, SO stuff that doesn't conform to the normal Enhancement leveling differences or diversity).

If this were to be an important item for the developers to look into, they would first need to make our origins far more important than they currently are. Missions involving them, more storyline to help explain the difference between them (so far, we have the Origin origin stories, which contradict each other in some cases between sides; I think only Brass and Manticore are seeing things in the same terms, if not with the same intent), and a more robust enhancement system (no need for an example of possibility here, it's not terribly likely; though I don't quite understand why SOs have to be more powerful than DOs, there could be more types of DOs that do more than just the normal system).

As far as I see it, the practical need isn't really there. The origins each have explanations that interchange the meanings of the origins (you can be a cybernetic Natural Origin because it's not the machines that make you what you are, it's your training). Blessings from the gods, arcane artifacts or enchantments, super soldier serums bolstered by gadgets, in the end, it's not hard to justify anything.


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Posted

Again the main reason for this request is that many people love to role play their character and the Origin concept can change from time to time.

And if you want to say that it is not important, then I will point my finger at power customization, no affect on the game play, totally concept reasoning behind it.

Rich the Concept Guy


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Posted

Quote:
Originally Posted by Cinkidd View Post
Thanks for reading.
Given the irrelevance of origin, I'm actually inclined to want this. Not for the reasons given, but origin is such a meaningless element of a character's design, and we have all the other tools to completely revamp a character (gender, height, name, server), this last bit would be a nice finale.

Heck, hybrid origins would be nice. My widow should be mutant/natural, and my wife has a character who should be natural/tech/magic!


 

Posted

Quote:
Originally Posted by Talen_Lee View Post
Given the irrelevance of origin, I'm actually inclined to want this. Not for the reasons given, but origin is such a meaningless element of a character's design, and we have all the other tools to completely revamp a character (gender, height, name, server), this last bit would be a nice finale.

Heck, hybrid origins would be nice. My widow should be mutant/natural, and my wife has a character who should be natural/tech/magic!
Yeah, I'd like to be able to mix-n-match origins, myself. Silly as it may sound, one of the cooler decisions I have to make when a character is levelling up is what kind of DOs do I get for him. OK, so he's Technology, but I don't really want to give him Natural/Technology. Those are largely weapons that a Batman would use, and my dude is a robot. So, Technology/Science is better for him. You know, all those forcefields, and metal alloys and AI and suchforth. It's not meaningful and, as far as RP goes, pretty dang cheap, but it's a cool choice nonetheless.

I would very much like to see an option for multiple origins.


Quote:
Originally Posted by Arcanaville View Post
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Posted

It is a bit weird, but the enhancement system tends to have lots of weirdness in it. Like the cybernetic hearts business.


 

Posted

Quote:
Originally Posted by Cinkidd View Post
Again the main reason for this request is that many people love to role play their character and the Origin concept can change from time to time.

And if you want to say that it is not important, then I will point my finger at power customization, no affect on the game play, totally concept reasoning behind it.

Rich the Concept Guy


I can understand the desire from an RP point of view. I choose my vet rewards and origin temp power based on RP reasons.

Do I see the character using throwing knives or a mystic charm. Does he or she have the ability to channel darkness and use Sands of Mu and the Black Staff.


 

Posted

I say.. yes!

There have been a lot of players who went into roleplay later on.. or at least into more roleplay characteristics in filling their bio out later in their career. If the wrong origin was taken to fit the concept... you might get stuck on something.

A respec of that might be the only way to change it. It is still strange to see a tech origin walking in a witch costume claiming to use magic only. its just wrong.


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Posted

Quote:
Originally Posted by Liz_Bathory_EU View Post
A respec of that might be the only way to change it. It is still strange to see a tech origin walking in a witch costume claiming to use magic only. its just wrong.
But isn't that because you're using non-RP player information (e.g. the little origin indicator in the target window)?

If a character plays the role of someone who got their powers from Hermes then they got their powers from Hermes, regardless of whether their game stats state that they are technological/natural/mutant/scientific or magic.

Indeed many origin stories can be created that may have different possible origins that are all valid. So even if a character has a magic origin and RPs an origin that they believe to be magical another RPer could look at it and think "that's not magic that's natural"...

So for straight RP purposes I'd say it's a waste of time - RP your character as you want to RP and ignore the attached game-stats.

But if it was simple to implement, then there is probably a good (though minor) reason to allow origin respecs: The vets rewards powers.

Since origin used to mean very little in game it didn't matter which origin you picked.

Virtually all my characters are natural mainly because the SOs had less cryptic names - and I know a few other players who do similar (sticking to one origin mainly because they are used to the SOs). But even the difference in enhancements vanishes if you move onto IOs or when you have finished your final slotting at 50.

But perma-temp vets powers that have bonuses for different origins introduce a permanent difference between the origins.

Like I say - it's minor, but given that the perma-temps were added long after many characters had picked their (pretty inconsequential) origins I can see that as a reason to bring in an origin respec.


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Posted

I link game mechanics and look to roleplay functies. I do that almost automatically.

A mage will simply not use cybernetic spider-eyes etc. It doesn't look right to me. Sure.. you can go and fabricate a story setting it right. You can make a mage like Dr. Doom and have him use tech too. But that is changing in story to fit youre origin.

Youre origin is a roleplay attribute withing the game. It states if you have to go to a magic shop ora science shop for youre upgrades.


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Beginner - Encounter a renewed age for the Mook and the Family when Emile Marcone escapes from the Zig!
- Along Came a... Bug!? #528482
Average - A new race of aliens arrives on Earth. And Vanguard has you investigate them!
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Posted

Quote:
Originally Posted by Talen_Lee View Post
It is a bit weird, but the enhancement system tends to have lots of weirdness in it. Like the cybernetic hearts business.
And punches enhanced with grenades. Manly as heck.


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Posted

I'm going to have to toss may hat into the 'yes' group. I have a Tanker that I would love to change from Science to Mutant, specifically due to the back story. I chose Science 'just because' and then created his background to fit into my Blaster's story. Since then, all of my Ice characters have been related story-wise, and he's the one Science. It's not a big deal, but I'd gladly trash all of my Enhancements he has if I could repec his Origin.

Also, the dual-Origin idea is pretty cool too.


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Posted

Add me to the "yes" group too. Being able to select multiple origins would be interesting as well.


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Posted

Quote:
Originally Posted by Liz_Bathory_EU View Post
A respec of that might be the only way to change it. It is still strange to see a tech origin walking in a witch costume claiming to use magic only. its just wrong.
Did their bio cover it? I can whip up a bio in a matter of seconds to cover that precise combination. How did that quote go - "Sufficiently advanced technology is indistinguishable from magic?"

He'd worked on the device for years, convinced he could gain not just the effects he wanted, but that he could miniaturize it to fit in a locket. Finally - success! With his daughter standing by, he put on the pendant. Its crystal focus glowed as it attuned itself to him for the test. Arm outstretched, he lifted a crate on the other side of the room. Smiling at his success, he pushed another box. He grinned at his daughter's question. "How'd you do that, daddy?"

With a wink he told her, "It's magic."

She remembered that when they came for him, when he gave her the pendant and told her to run far and fast.


= It's tech, she believes it's magic, and thus would claim to use magic only.


All that aside, the non-respeccability of origin is, I *believe,* a holdover from the very early builds of the game when origin *did* have more of an impact. We've been told it's one of the four things that "defines" a character to the devs (along with primary, secondary and archetype.) Everything else is changeable to one extent or another. It may actually *not* be able to be changed. I wouldn't argue if it were possible, though.


 

Posted

I would support the ability to change a character's origin as a one time only deal.

I would probably only use it on two of my characters, my main hero and my main villain.

My main hero is a cyborg. His claws are either a ceramic/titanium composite, or energy blades, depending on which costume he is in. I created him long before I completely fleshed out his backstory. He is Science origin and he really should be Tech. The Tech SOs would actually be perfectly logical for him (not that he's using them anymore, but still)

My main villain is an alternate dimension future version of my main hero. He is so old that the technology that powers him is failing, so he experimented with different power sources to keep himself alive. He is Magic origin currently, he should be Science.

The hero is Claws/Regen and the villain is a DM/Nin stalker. The stalker's claws are still there, sheathed in his forearms, but they don't work anymore. He gained the DM powers from his experimentation into alternate power sources. The nanomachines that accounted for the Regen part of my hero aren't quite as effective anymore, so he only has one heal instead of many. The alternate power source jumpstarted his metabolism, so he now dodges or avoids attacks instead of taking them and healing it back, which is good because the nanomachines probably can't repair him as fast anymore.

Just an example of how origin can be very much tied into a character's history. A one time change would be nice if your concept changes over time like those two did.


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Posted

Quote:
Originally Posted by Talen_Lee View Post
Given the irrelevance of origin, I'm actually inclined to want this. Not for the reasons given, but origin is such a meaningless element of a character's design, and we have all the other tools to completely revamp a character (gender, height, name, server), this last bit would be a nice finale.

Heck, hybrid origins would be nice. My widow should be mutant/natural, and my wife has a character who should be natural/tech/magic!

Also something to keep in mind, but several of the signature characters in the game have changed their origin a bit over the years.

In Manticore's Lore thread, Minx's science origin basically wore off, and she trained so that she'd have a secondary (changed from Regen to SR through training). So, she went from Science to Natural.

Positron got his powers through Science, augmented them through Tech, became trapped in the Tech, and is now free from the requirements of the suit. So, one could say that he's Science again, if they wanted to.

I'm sure that there are more examples of this in the game, and I wouldn't be opposed to being able to change your origin once or twice over your career to express these kinds of changes.


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Posted

So then Spider-man was really bitten by a MAGICAL spider???

No thanks, /unsigned.