This game needs "stuff"


Ad Astra

 

Posted

The one thing this game is missing that is common in most other MMORPGs are items ( i.e. rings, belts, necklaces, etc. ) We have the generic concept of an "enhancement", not exactly something that would inspire a new player to stick with the game. Lets face it, people like "stuff".

What I'd propose are the following item slots:
1. Necklace ( Focus: Buff, Debuffs, Control, Special )
2. Left Ring ( Focus: Damage/Accuracy )
3. Right Ring ( Focus: Damage/Accuracy )
4. Belt Buckle ( Focus: HP/Endurance Regeneration )
5. Left Kneepad ( Focus: Defense/Resistance )
6. Right Kneepad ( Focus: Defense/Resistance )
7. Left Ankle Bracelet ( Focus: Running/Flight Speed )
8. Right Ankle Bracelet ( Focus: Running/Flight Speed )
9. Cape Brooch ( Special )

I would not make these items overly powerful - more like "nice to have", but not a huge advantage.
Examples:
Necklace of Control: 2% extended duration on hold powers
Ring of Domination: 2% extra single target damage
Ring of Fire: 10% of your smashing/lethal damage is converted to fire damage
Buckle of Fortitude: 1% increase to endurance regeneration and 2% extra hit points
Bracelet of Akira: 2% increase to flight speed
Brooch of Arachnida: 1% chance to spawn several spider pets ( 10 min cooldown after proc )
Crimson Kneepads: 3% increase to fire resistance
Kneepad of Conversion: 10% of energy damage taken is treated like S/L damage.
Kneepad of Punishment: 1% of damage taken is mitigated and reflected back to your attacker.



I'd have items specific to certain origins and rare items only dropping in certain task forces. There are too many task forces that simply arent run that often - this would give an incentive.

Rarity: Varying from common to purple, with bonuses varying depending on the rarity.

I just feel enhancements are a bit too generic - this would give a hook that new players from other RPGs would feel comfortable with, and possibly help with retention. The devs would have to be careful, of course, not too make them overpowered. I'd leave it up to the devs whether these items would be visible or not.


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Posted

Quote:
Originally Posted by Hercules View Post
The one thing this game is missing that is common in most other MMORPGs are items ( i.e. rings, belts, necklaces, etc. ) We have the generic concept of an "enhancement", not exactly something that would inspire a new player to stick with the game. Lets face it, people like "stuff".

What I'd propose are the following item slots:
1. Necklace ( Focus: Buff, Debuffs, Control, Special )
2. Left Ring ( Focus: Damage/Accuracy )
3. Right Ring ( Focus: Damage/Accuracy )
4. Belt Buckle ( Focus: HP/Endurance Regeneration )
5. Left Kneepad ( Focus: Defense/Resistance )
6. Right Kneepad ( Focus: Defense/Resistance )
7. Left Ankle Bracelet ( Focus: Running/Flight Speed )
8. Right Ankle Bracelet ( Focus: Running/Flight Speed )
9. Cape Brooch ( Special )

I would not make these items overly powerful - more like "nice to have", but not a huge advantage.
Examples:
Necklace of Control: 2% extended duration on hold powers
Ring of Domination: 2% extra single target damage
Ring of Fire: 10% of your smashing/lethal damage is converted to fire damage
Buckle of Fortitude: 1% increase to endurance regeneration and 2% extra hit points
Bracelet of Akira: 2% increase to flight speed
Brooch of Arachnida: 1% chance to spawn several spider pets ( 10 min cooldown after proc )
Crimson Kneepads: 3% increase to fire resistance
Kneepad of Conversion: 10% of energy damage taken is treated like S/L damage.
Kneepad of Punishment: 1% of damage taken is mitigated and reflected back to your attacker.



I'd have items specific to certain origins and rare items only dropping in certain task forces. There are too many task forces that simply arent run that often - this would give an incentive.

Rarity: Varying from common to purple, with bonuses varying depending on the rarity.

I just feel enhancements are a bit too generic - this would give a hook that new players from other RPGs would feel comfortable with, and possibly help with retention. The devs would have to be careful, of course, not too make them overpowered. I'd leave it up to the devs whether these items would be visible or not.
No thanks. One of the things that's *great* about this game is that we don't have costume items affecting our powers. Our "look" is specifically that - a look, part of the "signature" of our characters. I'm not more vulnerable because I like the first costume I came up with and don't want to put the Kneepads of Recluse and the Earrings of Back Alley Brawler on.

I wouldn't argue with having the points available *for* costume bits - just don't tie stats to them.

(As a contrast, I'm also playing Aion, which is "typical" in this regard - you keep upgrading armor and costume pieces, including earrings, gloves, etc. as you level to improve your defense, offense, resistance and the like. Which means if you finally get a set look you like, you won't have it in five more levels - or you'll be using substandard gear. While I enjoy the game, that's one of the things that bugs me greatly coming from here.)


 

Posted

Unsigned. Way, way unsigned.

Like Memphis Bill said, one of the good things about the CoH's gameplay is the separation of costumes and abilities and I don't want practical concerns messing up my look or vice versa.

Now if those were costume parts...


 

Posted

Quote:
Originally Posted by Memphis_Bill View Post
No thanks. One of the things that's *great* about this game is that we don't have costume items affecting our powers. Our "look" is specifically that - a look, part of the "signature" of our characters. I'm not more vulnerable because I like the first costume I came up with and don't want to put the Kneepads of Recluse and the Earrings of Back Alley Brawler on.

I wouldn't argue with having the points available *for* costume bits - just don't tie stats to them.
This. One of the best aspects of CoX, in my opinion, is not having all sorts of equipment determine the way you look.


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@Lyrik

 

Posted

I hate to be part of a general, but polite dogpiling, but the seperation of look and effectiveness is a key and integral part of what I enjoy about this game.

Having to get a kneecap +3 Def global with a set look is far less apealing than getting a Steadfast +3 Def IO dropped into a power, than has zero effect on my look.

So sorry OP, I cannot agree that this suggestion is good for the game.



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Posted

Quote:
Originally Posted by Hercules View Post
Ring of Domination: 2% extra single target damage
The engine doesn't differentiate how damage is delivered when applying global damage buffs. Damage buffs either affect one power (enhancements) or all powers (Fortitude, Assault).

Quote:
Ring of Fire: 10% of your smashing/lethal damage is converted to fire damage
The engine has no way to change damage from one type to another.

Quote:
Bracelet of Akira: 2% increase to flight speed
Fly can be capped with two +1 SOs. Hover gains 0.3mph from a 2% +FlySpeed buff. In either case, not very worthwhile.

Quote:
Kneepad of Conversion: 10% of energy damage taken is treated like S/L damage.
The engine has no way to change damage from one type to another.

Quote:
Kneepad of Punishment: 1% of damage taken is mitigated and reflected back to your attacker.
New power would have to be created, which, given the complexity of the power (it would need to take the total incoming damage from a source, multiply it by 0.01, replicate the damage type and "cast" the attack on the source. the power would have to be specifically coded to ignore pets like Rain of Fire or Bonfire, or have an additional layer of complexity added to determine the "owner" of the pet (which would be even more complex for a power like OSA) and attack that "owner" instead of the pet), is unlikely for the rather tiny effect it would have for the player.

Quote:
I just feel enhancements are a bit too generic
Enhancements have the same functionality as "gear" without the limitation of making everyone look similar or identical. Adding "gear" just to lure in a few more players is meaningless. If it isn't visible, then it serves no real purpose that temp powers, set bonuses, day jobs or procs couldn't fulfill. If it is visible, it just waters down the most unique aspect of Co*, the separation of appearance from ability.

Want a necklace? Chains option in Chest > Shoulder section. Want a small bonus? IO sets. Want a bonus tied to a specific costume piece? Role play.


 

Posted

I don't like the OP's suggestion, but I do wish the game offered more options for visible stuff that reflected accomplishments. I like things like the Rularuu and Vanguard weapons and the Cimeroran armor. Some folks dislike unlockable costume bits because they have a character concept that they want to start with at level 1, to which I reply: *shrug*. I like the idea of having visible stuff that implies "I did something to get this." I'd like to have glowing costume pieces in GR for doing the new end game content. I'd like to have special auras only available if you have 500 badges. Etc.


Freedom: Blazing Larb, Fiery Fulcrum, Sardan Reborn, Arctic-Frenzy, Wasabi Sam, Mr Smashtastic.

 

Posted

Quote:
Originally Posted by Catwhoorg View Post
I hate to be part of a general, but polite dogpiling, but the seperation of look and effectiveness is a key and integral part of what I enjoy about this game.

Having to get a kneecap +3 Def global with a set look is far less apealing than getting a Steadfast +3 Def IO dropped into a power, than has zero effect on my look.

So sorry OP, I cannot agree that this suggestion is good for the game.
I agree 100% with the dancing Cat.


Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson

"I was just the one with the most unsolicited sombrero." - Traegus

 

Posted

So much animosity; I have never felt it over a single post.

Short answer: No.

Long answer: Man falling off a cliff: NNOOOOOOOOOOoooooooooooooooooooooooooooooooo... [splat]

The lack of 'epic gear' is what keeps me playing THIS game. If it ever decided to go with a WoW style of looting, I'd be the first out. It may not seem like a big issue to some, but it is.
Not only that, but most values only go from 0 - 100%. If you were to give one piece of equipment every 2 levels, you'd still have 25% of something augmented/resisted/enhanced- Not a specific power, but your character. That's not even taking into account all the useless 'gear' between the different archetypes, since our Multiple Builds system does not grant us any new powers beyond power pools and ancillaries.



 

Posted

Even Champions Online, that does have gear that actually affects your character, doesn't allow the gear to affect your character's costume. If CO hasn't done it, that's a major reason for CoX not to even contemplate doing it.

Now, if you were talking about gear-items that we could craft ourselves (or go on quest-lines to obtain) and then enhance, and obviously re-enhance so that we could maintain a favorite look and our required stats — something like items with general boosts that are controlled by placing SO's into them for example — that I would actually like!

EDIT :: OK, after re-reading the OP, I have to say I initially missed the point where the OP says the Devs would decide whether the items are visible or not. Essentially, I'd like this decision left to the player, not the Devs, and I would still like to be able to modify the stats/enhancements on those items.

This could liven up the gameplay at Lv50 and allow the game to reward us in a way that appeals to the roleplayer and hardcore player at the same time. I still maintain that these items should be upgradable only by placing SO enhancements on them so that the effort of upgrading an item doesn't become a time/INF-sink, but rather obtaining the item itself is.

It'd be even nicer if each item would have several different upgrade paths allowing us to decide if the Helm of Ubberness would contribute to our overall HP and healing with the placement of Healing-SO's, or overall Endurance and stamina with the placement of EndMod-SO's.


I believe that a Kheldian Gold Standard should be based on SO's, and for anything above that... there's Platinum!

Save Ms. Liberty (#5349) Augmenting Peacebringers The Umbra Illuminati

 

Posted

Quote:
Originally Posted by Sigium View Post
If it ever decided to go with a WoW style of looting, I'd be the first out.
What would be the big difference between something like this and IOs, as far as introducing loot?


Having Vengeance and Fallout slotted for recharge means never having to say you're sorry.

 

Posted

Quote:
Originally Posted by Kelenar View Post
What would be the big difference between something like this and IOs, as far as introducing loot?
IOs don't affect your appearance.

They also don't become obsolete every five levels, requiring a costume change when you get new stuff.


Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson

"I was just the one with the most unsolicited sombrero." - Traegus

 

Posted

Quote:
Originally Posted by Hercules View Post
The one thing this game is missing that is common in most other MMORPGs are items ( i.e. rings, belts, necklaces, etc. ) We have the generic concept of an "enhancement", not exactly something that would inspire a new player to stick with the game. Lets face it, people like "stuff".

What I'd propose are the following item slots:
1. Necklace ( Focus: Buff, Debuffs, Control, Special )
2. Left Ring ( Focus: Damage/Accuracy )
3. Right Ring ( Focus: Damage/Accuracy )
4. Belt Buckle ( Focus: HP/Endurance Regeneration )
5. Left Kneepad ( Focus: Defense/Resistance )
6. Right Kneepad ( Focus: Defense/Resistance )
7. Left Ankle Bracelet ( Focus: Running/Flight Speed )
8. Right Ankle Bracelet ( Focus: Running/Flight Speed )
9. Cape Brooch ( Special )
Seems too closely tied to the Sword & Sorcery Genre for me. I've done enough of that genre (since the mid-80's) that I'm bored with it.

As for the bonuses, they sound a lot like set bonuses, which we already have.

I could only agree with this Left Arm: This Item Slot, Right Foot: That Item Slot thing if were something only seen on the inventory management screen, but that would sort of defeat the purpose.


 

Posted

I agree with everyone that doesn't like this idea. One of the best features of this game is that it doesn't have the very thing the OP wants.


 

Posted

Quote:
Originally Posted by Aett_Thorn View Post
IOs don't affect your appearance.

They also don't become obsolete every five levels, requiring a costume change when you get new stuff.
I was specifically addressing Sigium's "The lack of 'epic gear' is what keeps me playing THIS game." comment. I'm not seeing that many real differences between purples/high-end set IOs and epic gear. About the only difference is that there's no specific mob I have to beat up to have a chance at looting a purple.


Having Vengeance and Fallout slotted for recharge means never having to say you're sorry.

 

Posted

Quote:
The one thing this game is missing that is common in most other MMORPGs are items ( i.e. rings, belts, necklaces, etc. ) We have the generic concept of an "enhancement", not exactly something that would inspire a new player to stick with the game. Lets face it, people like "stuff".
You have it very backwards. The reason I've stayed with this game longer than any other is that I can build the powers I want without having how I choose to look effect my abilities.


"Null is as much an argument "for removing the cottage rule" as the moon being round is for buying tennis shoes." -Memphis Bill

 

Posted

I, too, like the lack of gear.

The reason why IOs aren't "gear", to answer the question being asked, is because the developers have taken a definite stance in making sure the game is balanced against "non-geared" players, those without IOs. IOs are bonuses, and not necessities for a higher tier of play.

My biggest fear is the Going Rogue, with its hints at "higher challenges" and "end game play", is going to change this.


 

Posted

/unsigned.

This is why we have enhancers instead of "Codpiece of Junk Protection +2".

The enhancers allow us to specialize our powers and tailor them in specific ways without affecting the look of our toons.

In these other games where the equipment IS the enhancer, you get a bunch of people all running around with the same stuff, looking like clones of one another.

No thank you.



Clicking on the linked image above will take you off the City of Heroes site. However, the guides will be linked back here.

 

Posted

Quote:
Originally Posted by Eiko-chan View Post
My biggest fear is the Going Rogue, with its hints at "higher challenges" and "end game play", is going to change this.
>.>

It had BETTER change it at least a little bit. past about level 30, if you have a half way decent team, pretty much NOTHING is a challenge.
I mean let's see, on a good team, I've been challenged by:
Vanguard
a +5 Hero
8-man invincible mayhem mission

And for general record, while I have some IO sets, mostly I'm just generic IOs, and no purples.
With a team, this game is just too easy. They need to make it harder.

... I'll stop derailing the thread now...

To the OP:

I'm all for more slots to put global bonuses in.
But I don't want them to effect how I look, nor do I want yet another thing that I feel I have to farm or pay billions of inf to get.

So, no signing for j00!


 

Posted

Quote:
Originally Posted by Kelenar View Post
I was specifically addressing Sigium's "The lack of 'epic gear' is what keeps me playing THIS game." comment. I'm not seeing that many real differences between purples/high-end set IOs and epic gear. About the only difference is that there's no specific mob I have to beat up to have a chance at looting a purple.
Because Purple IOs will not get you accepted or rejected for task/strike forces.
Because no one can see the enhancements in your powers.
Because they require absolutely no costume change.
Because they affect only that single power (aside from set bonuses, which are admittedly nice)
Because there are few to no sets of enhancements that encourages the 'Holy Trinity' of teaming (i.e. there's no enhancements meant for Healers and DPS, etc.)
Because there are not enough challenging things in this game as it is. We don't need MORE bonuses.

And look! The devs have already included things like Spaulders, a Viser, etc!
http://wiki.cohtitan.com/wiki/Mutati...ancement_Costs

In short: No.



 

Posted

Quote:
Originally Posted by Hercules View Post
The one thing this game is missing that is common in most other MMORPGs are items ( i.e. rings, belts, necklaces, etc. )

I'm okay with that. This is the last thing on the list of stuff this game drew me in by not having that it still doesn't have. The developers have diligently spent the last several years adding everything else from the Lame MMO Cliche List.


 

Posted

All in favor of adding more attachment points to skeletons for bling. Rings, bracers, etc. no problem.

But not costume bits that look the same and add to scores. Doesn't go with the concept of the gamem which has always been that we design our powers and modify them with enhancements, and choose costume look to suit ourselves, whether that costume matches our powers in some visual way or not.


My scrapper doesn't need an AoE. She IS an AoE.

 

Posted

*looks at OP* ... Nope. no it doesn't.


 

Posted

Quote:
Because Purple IOs will not get you accepted or rejected for task/strike forces.
Because no one can see the enhancements in your powers.
Because they require absolutely no costume change.
Because they affect only that single power (aside from set bonuses, which are admittedly nice)
Because there are few to no sets of enhancements that encourages the 'Holy Trinity' of teaming (i.e. there's no enhancements meant for Healers and DPS, etc.)
Because there are not enough challenging things in this game as it is. We don't need MORE bonuses.

And look! The devs have already included things like Spaulders, a Viser, etc!
http://wiki.cohtitan.com/wiki/Mutati...ancement_Costs

In short: No.
I'm not saying I support this. I've been in the 'I like not having gear!' camp since I started, and the initial announcement of inventions made me groan. I just don't see what the big dividing line between 'awesome gear' and 'awesome IOs' is if you take out the costume effect part. A character who's spent a zillion years racking up sets of Black Scorpion's Girdle enhancements can be a few times as effective as a normal character if built right, just like a character with phat lewt gear would be. About the only difference I see is in the mindset and difficulty of this game versus WoW, since being super-powerful isn't necessary here for much of anything except self-imposed challenges.

And people can generally see what IOs you have to judge you on it, since your set bonuses and unique IOs are listed in your Powers tab when they inspect you. It's not an exact science, but it doesn't take Arcanaville to know that somebody with a lot of bonus listings of 'Luck of the Gambler: Global Recharge Speed' and 'Ultimate Damage Bonus' listings is probably packing more heat than somebody whose only listed set bonus is 'Tiny Fire Resistance Bonus.'

(I'd also argue that having the wrong IOs can potentially cost you teaming opportunities if something like a Fire/ dom and a Mind/ permadom were competing for a slot on the LRSF, but that's down to differences between powersets, too, and was happening before IOs. Still, between two doms of the same powerset trying for the same spot, the perma'd one would probably win, and a blaster vs. a soft-capped blaster for a MoSTF run might be out of luck too.)


Having Vengeance and Fallout slotted for recharge means never having to say you're sorry.