A few QoL improvement that are coming


Basilisk

 

Posted

I like the <10% enemies showing up on the map, but I really hope they implement a more sophisticated system with the glowies, like "<10% OR last one remaining," or something similar. Otherwise, the only time it's going to kick in is if you have a map with more than 10 glowies.

Now, that's handy if you have one of those missions where you have some absurd number of bombs to disable or something, but it won't help much for those situations where you have found 4 glowies on the map, but the last one is halfway hidden in the geometry of a potted plant or something.

Now, I have faith that most of the devs are not idiots (though as in any company, there's bound to be one meathead off in a corner somewhere on a voyage of self-discovery finding out that his mouse is not a microphone), and they hopefully have a handle on this. It would be a pity if they brought out this heavily desired QoL change, only to trip on the blue line.


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Originally Posted by Bright Shadow View Post


The issue is, if inspiration cross-trading becomes a reality, over time, Inspirations will be used as a universal currency. They have one thing special that neither infamy, nor influence have: ability to go to both red and blue side. They can be used as a method to transfer infamy over to blue side, and transfer influence over to red side. If this happens, there is no point in keeping markets disjoint anymore.
I dig what you say here, but consider something.

For inspirations to have cross-market value, they need to attain value in relation to influence/infamy. I don't think they can, because we can procure them cheaply (AE tickets), but we cannot carry them in bulk (Set inventory size). What this means is, We either need to inspirations to be attainable in bulk, so as to offset their ability to be easily procured, or they need to increase in value to be useful as a means of exchanging influence, which cannot happen while they are so easy to procure.

In short, if inspiration cannot be used to represent large amounts of influence/infamy, will it still be used?


 

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Originally Posted by FunstuffofDoom View Post
I dig what you say here, but consider something.

For inspirations to have cross-market value, they need to attain value in relation to influence/infamy. I don't think they can, because we can procure them cheaply (AE tickets), but we cannot carry them in bulk (Set inventory size). What this means is, We either need to inspirations to be attainable in bulk, so as to offset their ability to be easily procured, or they need to increase in value to be useful as a means of exchanging influence, which cannot happen while they are so easy to procure.

In short, if inspiration cannot be used to represent large amounts of influence/infamy, will it still be used?
Hm. Interesting point. You're right. The universal value of each inspiration can not go higher than the vendor/AE price. You can only carry a limited amount...

But what about Large Inspirations? And I do know there are people who willing to empty and re-fill their inspiration trays 50 times in a row to do what they want. Remember when we had the ridiculously low infamy trade cap? :P

But you're right. Still though, I want a valid source for this news.


 

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Originally Posted by Fuzun View Post
Second is that The last 10% of foes will have markers on the mini-map for Defeat All missions.

And third is The last 10% of clickies will have markers on the mini-map.
These two tidbits are very good.


 

Posted

Quote:
Originally Posted by Bright Shadow View Post

As of now, there is no way at all to convert infamy to influence. The supply and demand on the blue side is completely separate from the red side. Infamy never crosses to blue side, and influence never crosses to red side. The total amount of influence on both sides are completely independent on one another.
I think villains or heroes changing sides, and bringing all their salvage, inspies, enhancements and inf would have more impact on the game economies than would the ability to trade inspies.


 

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Originally Posted by Tidbit View Post
I think villains or heroes changing sides, and bringing all their salvage, inspies, enhancements and inf would have more impact on the game economies than would the ability to trade inspies.
QFT. Grabbing a Call to Arms: Defense Bonus Aura for Pets recipe on a Hero and going rogue is a much bigger impact on the Black Market than handing your teammate an awaken.


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Originally Posted by Bright Shadow View Post


Yup. And I giggled at "titbits".

tig ol biddies?
+rep for whoever gets that reference!


 

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So wait...why are markets disjoint again?!


 

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Originally Posted by DumpleBerry View Post
I had been aware of these, but thought that the 10% clickie thing was also dependent on the 10% mob bit. What happens if a map only has one clickie on it?
Then you get a really, really small marker.


 

Posted

How many missions even have at least 10 glowies? I don't see that QoL improvement being at all useful if it's linked to the number of glowies... it has to be linked to the number of enemies remaining.

Which makes sense, really. It encourages clearing the map, as opposed to stealthing it. I can see the devs considering that a bonus to adding the QoL feature.


 

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Quote:
Originally Posted by Bright Shadow View Post
Can anyone please confirm the source of the point about inspiration cross trading? I'm very skeptical on this.

Cause this would make separation of markets pointless.
Mentioned at the very end of the Hero-Con event. Unless there was a transcript made of the "Wouldn't it be great if..." panel, then there is no official written post about it.

The devs said they would very very likely do it, and joked about how they are not afraid of the rampent inspiration trafficing this will create. *chuckles*

Thing is... this only will allow trades of inspirations. In the greater whole of things people would like to be able to trade... this barely makes the list. Not really broken at all. From what it sounds like, this will happen. (Though this will make Co-op events much much easier as a hero can finally pass that wakie to the villain on the team and get them on their feet.)

x Jeremy M.


Global Handle: @JeremyM
City of Heroes LiveJournal Community

 

Posted

Also in regards to the ability to pass inspirations and abuse... Or a way to pass money from blue to red side.

Well... if a hero stood at a vender they could buy inspirations from, and an villain also could access the same person and sell inspirations to them... then it would be possible to exchange INF from one side to the other this way, but it would be painfully slow.

Go to pocket D... go the the arena people who sell insp. hero buys alot... and pass them as quickly as possible to the villain... the villain then sells the insp as quickly as they can to empty out their insp inventory to keep it clear so they can receive more insp. If this works then the villain would be gaining INF from the hero. I think the sell rate is 50%, but I am not sure. So there is a loss even with this process. This is also assuming the vendor does buy back insp. If they can't do it with pocket D vendors, then there may be other vendor options that could work, but they don't immediately come to mind at the moment. Easiest one I can think of is the tree of life thing in a base and it will buy back insp as well as sell them. If a hero and villain can go into the same base you can do it there. Take even more time they can do it in their own bases if they can't both go in the same one.

Bottom line... possible, but man it would take way way way more time anyone will have the patience to go through just to pass INF from blue side to red side. It is easier to just go to the opposite side with the content available and make sure you are loaded up with goodies to sell once you switch sides. Probably would be quicker then buying/selling insp as well.

A random and likely inaccurate thought exercise for myself.

x Jeremy M.


Global Handle: @JeremyM
City of Heroes LiveJournal Community

 

Posted

If someone wants to spend a huge amount of time to pass Inf from one side to the other then good luck to them. I know people will try it but I can't imagine any significant amount ever being passed in relation to the total inf pool.
I think its a lot more important to gameplay that co-op teams can pass Insps to teammates. Its quite frustrating being the only villain on a team and faceplanting then having to go to hospital even though all seven of your teammates have a tray full of wakies.
Good choice by the devs.


Pyrokine
"Live forever or die tryin'"

 

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Originally Posted by Westley View Post
tig ol biddies?
+rep for whoever gets that reference!
who doesn't like big ol tiddies?

On topic, I already knew about these changes, but I'll go ahead and endorse them all one more time anyway. Good job devs.

Now merge the markets.



Paragon Unleashed, Unleash Yourself!

 

Posted

You can vendor inspirations?


I don't suffer from altitis, I enjoy every minute of it.

Thank you Devs & Community people for a great game.

So sad to be ending ):

 

Posted

A prediction for one that wasn't announced:

Updated team search.

Why? Because we will need functionality to search for both Heroes and Villains.

Why not? Because it would be helpful to also be able to search for team leaders, and team size, and possibly other functionality.


 

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Quote:
Originally Posted by Bubbawheat View Post
A prediction for one that wasn't announced:

Updated team search.

Why? Because we will need functionality to search for both Heroes and Villains.

Why not? Because it would be helpful to also be able to search for team leaders, and team size, and possibly other functionality.
I would love to see this. They could also cut out a few of the "Looking for 'X'" that no one uses, like "Looking For Patrol".


@Morac | Twitter
Trust the computer. The computer knows all.

 

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Originally Posted by Captain_Photon View Post
I don't give one-tenth of one crap about people gaming In-Game eBay
Well said!

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Originally Posted by Captain_Photon View Post
but if heroes, villains, and those in between are going to be encouraged to team up a lot more, being able to drop candy onto people from the other side of the fence in the heat of battle is going to become that much more important.
"Heroes"... "Villains"... BAH. Shades of grey, I've always said.

I'm hopeful for more mixed teaming options


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Posted

Quote:
Originally Posted by Bright Shadow View Post
So wait...why are markets disjoint again?!
Probably because they were architected/coded to be that way, and it may not simply be as easy as the market-merging mercantile mantra claims.


Quote:
Originally Posted by Morac_Ex_Machina View Post
I would love to see this. They could also cut out a few of the "Looking for 'X'" that no one uses, like "Looking For Patrol".
Seriously! Has anyone in the entire history of the game actually (and honestly) wanted to run only patrol missions?

--NT


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Quote:
Originally Posted by Bright Shadow View Post


That's not the issue.

As of now, there is no way at all to convert infamy to influence....snip
If this is true, what happens to my inf when I switch sides? If it's not convertible, then shouldn't I lose it all? If I don't, then somewhere along the way my influence is being converted to infamy and vice versa, isn't it?


 

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Quote:
Originally Posted by Qurios View Post
If this is true, what happens to my inf when I switch sides? If it's not convertible, then shouldn't I lose it all? If I don't, then somewhere along the way my influence is being converted to infamy and vice versa, isn't it?
Maybe? At this point we just don't know. Infamy may be completely incompatible with influence, or they may be the exact same thing with differently text labels. As of now, on live, there is no way to tell because there is no way to transfer. Anything beyond that is speculation (unless some dev somewhere said something I don't know about).


@Morac | Twitter
Trust the computer. The computer knows all.

 

Posted

Quote:
Originally Posted by Bubbawheat View Post
A prediction for one that wasn't announced:

Updated team search.

Why? Because we will need functionality to search for both Heroes and Villains.

Why not? Because it would be helpful to also be able to search for team leaders, and team size, and possibly other functionality.
I'd really like to see that as a feature - although, it might mean team invites comign to you from the other side, even if you weren't in a co-op area


@Golden Girl

City of Heroes comics and artwork

 

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Quote:
Originally Posted by Golden Girl View Post
I'd really like to see that as a feature - although, it might mean team invites comign to you from the other side, even if you weren't in a co-op area
I'm sure they can figure out a way to throw up an error message on the inviter's end if that happens.


@Morac | Twitter
Trust the computer. The computer knows all.

 

Posted

I heard in another thread that you would no longer be forced to log out to change to an alt, i.e. you don't have to spend 30 seconds doing nothing if you want to check the market for all your toons.

This will be the biggest QoL-improvement ever for me (started right after I12) if it is true, as I am sure it will be for many other people with heavy altitis