My top Ten for 2010, a suggestion / wishlist.
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An excellent suggestion
[snip] Have more of the missions actually be in the same zone, except where it makes more sense to the storyline for it to be elsewhere
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Badges. But while Veteran badges are account-wide for good reason, and some of the AE badges appear to be as well because....(.well, I'm not really sure about why) , why not make the Anniversary badges account-wide as well? The Anniversary badges really ought to be, IMO. Add to that any other badge that's based more on the player's actions than the character's actions.
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[CENTER][SIZE=1][COLOR=white]The #1 True Villain badge collector on Infinity.[/COLOR][/SIZE][/CENTER]
OH COME ON! We've almost finally got away from the ridiculous notion of our "morality" deciding what powers we can have. Now you want to re-introduce this crap? Archetypes are a sadly necessary evil. Anything which prevents us from breaking the molds is BAD.
Winner of Players' Choice Best Villainous Arc 2010: Fear and Loathing on Striga; ID #350522
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You assume people would actually pay attention (see also "What are enhancers/enchantments/those round things?" in broadcast.) Personally, I'd say LFM flag first, for those who /tell everyone they see they want a team.
*A tutorial for the use of the LFT flags. We have a great LFT system, if people use it, but all too many simply don't know how to do anything but yell over Broadcast in thier one zone or send blind invites to everyone tagged as Not Looking.
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*Badges. I appreciate the chaanges to badgelist UI. But while Veteran badges are account-wide for good reason, and some of the AE badges appear to be as well because....(.well, I'm not really sure about why) , why not make the Anniversary badges account-wide as well? The Anniversary badges really ought to be, IMO. Add to that any other badge that's based more on the player's actions than the character's actions. |
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*Immobility Protection (ala Combat Jumping) for Inertial Reduction. Hey, it's a Primary (or Secondary) power, let's make it better than a L6 pool power. Kinetics is all about movement and mobility, and I'm not going to lobby for Stun, Hold or Sleep protection to be added into this squishy's set, just Immob. ![]() |
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With GR, they won't be restricted per side. Want to make a good Pain Domination character? You'll be able to.
OH COME ON! We've almost finally got away from the ridiculous notion of our "morality" deciding what powers we can have. Now you want to re-introduce this crap? Archetypes are a sadly necessary evil. Anything which prevents us from breaking the molds is BAD.
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Most definitely agreed here. Especially since a lot of these contacts have been given out by earlier contact that completely trust you. The TF contacts should be a little earlier too - a little more urgency here if your TF is saving the city from some great threat.
*Blueside Contacts really should give out thier cell numbers a bit earlier. |
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*A tutorial for the use of the LFT flags. |
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*A Merger of the Markets would be nice. |
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*And speaking of the Markets, we can bid on up to ten of a single item of a single level... |
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*Badges. |
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*Immobility Protection (ala Combat Jumping) for Inertial Reduction. |
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*1 unique powerset (both a Primary and a Secondary) for each AT. |
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*A remote Market interface for SG bases. |
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* Option: Hide/Show unfinished badges. |
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*And this last one is on the behalf of a couple of Arbiters. Arbiters Fredricks and Lupins would like to requisition a couple of Arbiter Drones for thier little corner of Nerva |
Hence "almost finally got away from". With GR we will have reached that goal.
Winner of Players' Choice Best Villainous Arc 2010: Fear and Loathing on Striga; ID #350522
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Very interesting thought. Pretty much agree would keep something special on each AT, but could be the minority here.
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Winner of Players' Choice Best Villainous Arc 2010: Fear and Loathing on Striga; ID #350522
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It's not about the assumed "Morality" of each powerset, it's more about the uniqueness of the individual AT's. Blasters and Defenders for example, would each have an offensive ranged set that the other would not.
OH COME ON! We've almost finally got away from the ridiculous notion of our "morality" deciding what powers we can have. Now you want to re-introduce this crap? Archetypes are a sadly necessary evil. Anything which prevents us from breaking the molds is BAD.
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Unfortunately, Increase Density does not affect the caster.
Already in Increase Density, which comes earlier and (fortunately) not in an AOE.
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Perhaps it's not going to be well-recieved to start adding in status protection into the powersets of the "squishies", and that does cause me a little hesitation, but it is the only status effect that I would seek to protect the /Kinetics user (who can already skip this power and grab CJ, then SJ and Acro!) from with this change. I believe that it fits with the "feel" and theme of the set.
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I was talking about two separate things: first how good it feels to finally get rid of the stupid morality limitation on powersets. Second how bad it would be to keep that other arbitrary limitation instead of completing the proliferation procedure. What if I want to play a blaster with darkness powers?
It's not about the assumed "Morality" of each powerset, it's more about the uniqueness of the individual AT's.
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Blasters and Defenders for example, would each have an offensive ranged set that the other would not. |
Winner of Players' Choice Best Villainous Arc 2010: Fear and Loathing on Striga; ID #350522
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For me, it leads to ATs not being played or avoided by teams. For no good reason. |
Why invite that emp def when we can invite an /emp contr?
We don't need that /PD MM when we can get a /PD corr.
There are already enough threads about the death of defenders or tanks or whatever when GR comes out because the other side's AT will be available.
Why get a stone tank when a stone brute gives better damage?
Forget that stalker, we want a scrapper that will live longer or a blaster with AOEs and not be a one-trick toon.
And so on...
Giving an AT something unique in a powerset(s) will continue the incentive for people to keep playing that AT. An MM is a great example since their primaries can't be ported to any other AT. I have 2 at 50 and will consider a 3rd for GR. They being different makes want to come back again for that AT.
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I have two thoughts -
Giving an AT something unique in a powerset(s) will continue the incentive for people to keep playing that AT. An MM is a great example since their primaries can't be ported to any other AT. I have 2 at 50 and will consider a 3rd for GR. They being different makes want to come back again for that AT.
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1. Similar but non-identical powersets, I'm fine with. I *like* having Pain Dom (which can do some debuffing as well) and Empathy. I don't mind the "theme" argument - which GR is going to make invalid anyway. Doing one-per-AT, though... eh, not so much. (Besides, quite a few have quite different secondaries - every Stalker secondary, for instance. If they gave /Nin to, say, Scrappers, it would need somethign changed just because of Hide. Doms have Assault sets. It's the combination, though, that makes the AT what it is.)
2. Something unique for each AT? Yes, work on the inherent. Better yet, work on the *interactions* between them. Stalkers and control sets are a nice, if basic, example - Held (and slept?) enemies can be critted on even out of hide by the Stalker, as I recall. Now, yes, some sets do this anyway (debuffs making enemies easier to hit/hit for more/not hit as often by them,) but coming up with other interactions could be interesting - and wouldn't have to be constrained by red/red and blue/blue ATs alone. It'd be hell to balance, I'm sure.
(Also, as far as the stalker - they *do* do more than one thing with the AS, by fearing enemies around a successful strike, lowering the return attack.)
I'll stick with inviting a Scrapper to my team instead of a Stalker any day.
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[CENTER][SIZE=1][COLOR=white]The #1 True Villain badge collector on Infinity.[/COLOR][/SIZE][/CENTER]
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I'll stick with inviting a good player regardless of AT any day.
I'll stick with inviting a Scrapper to my team instead of a Stalker any day.
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Oh, I know. My DB/nin stalker use to be my "farm" toon until I leveled a Widow. I was commenting more on the perception that stalkers get.
(Also, as far as the stalker - they *do* do more than one thing with the AS, by fearing enemies around a successful strike, lowering the return attack.) |
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I used to be an advocate of unique powersets, but I've shifted my stance slightly so that I now advocate having powersets be forced to adapt to each archetype they are proliferated to in a unique way. Its a middle ground position of saying let every archetype have the character of every powerset (to try to leverage the work put into it in terms of graphics, animation and effects) but still ensure that the different archetypes are, in fact, different.
1 unique powerset (both a Primary and a Secondary) for each AT. Sure, a lot of folks like Powerset Proliferation, but I like my AT's to have a little more uniqueness than just thier Inherent and thier HP.
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Stalkers get assassin's strikes, scrappers don't. That sort of thing. I'd like to see everyone get access to everyone else's powerset concepts but without literal replication of all the powers. Some can be, where it makes sense, but there should be strong distinctions everywhere the opportunity arises.
The canonical example (at least in my opinion) of a proliferation error that should have taken archetypes into consideration but did not is Power Surge. Power Surge makes a lot more sense for Brutes than Scrappers, and proliferation should have taken that into account (scrapper resistance caps interfere with the probable intent of Power Surge).
As to what I would like to see in 2010, relative to the kinds of things being discussed in this thread I'd like to see a complete revamp of the tutorial. I have this mind's eye version of the tutorial where the tutorial is divided into sections, each section being optional. There would be the initial tutorial something like what we have now that introduces the basics of movement and attacks. There would be a section that talks about training and respecification. There would be a section where you could earn a temporary travel power that was perhaps a weaker version of the main travel types: flight, run, jump, port - with ways to try each one out to see which one you liked. There'd be a section on enhancements and inventions. And there'd be a section on teaming. I picture them like a pie chart where we start in the center, pick which slices we want to run, and ignore the rest. New players could run them all, the vets could just run what they want (veteran or not they might want to leave the tutorial with a minor travel power). The concept is expandable to whatever we want to include in the tutorial: it could even have a "mini zone event" that demonstrates what those are, exclusive to the tutorial zone (maybe something like the Steel Canyon fires). The sky is the limit on this kind of thing.
Basically, my thought is to add depth to the tutorial like other games have (CO comes to mind) while retaining the optional nature of the tutorial that we have now. And I'll admit this would be a lot easier to retrofit into the blue-side tutorial than the red-side, but I don't think its really all that difficult on either side.
Until I see what GR has in store for new players and starting characters, though, its hard to say if this idea is competely incompatible or significantly redundant.
[Guide to Defense] [Scrapper Secondaries Comparison] [Archetype Popularity Analysis]
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One additional tutorial feature I'd like to see is a guided tour of Atlas. When a player first arrives in Atlas they should have the option for either a guided tour or their first mission. If they pick the tour, the concept is they would be given an electronic docent that sends them to various points of interest and gives a brief explanation. A small amount of xp would be awarded for each travel point in the tutorial. Points of interest would include: store, City Rep, SG registrar, analyst, WW, Eastgate security area (hazard zone), AE, Vanguard, Sewers, roadway entrance to Skyway, Ms Lib, a plaque, an explore badge, and the Yellow Line.
As to what I would like to see in 2010, relative to the kinds of things being discussed in this thread I'd like to see a complete revamp of the tutorial. I have this mind's eye version of the tutorial where the tutorial is divided into sections, each section being optional. There would be the initial tutorial something like what we have now that introduces the basics of movement and attacks. There would be a section that talks about training and respecification. There would be a section where you could earn a temporary travel power that was perhaps a weaker version of the main travel types: flight, run, jump, port - with ways to try each one out to see which one you liked. There'd be a section on enhancements and inventions. And there'd be a section on teaming. I picture them like a pie chart where we start in the center, pick which slices we want to run, and ignore the rest. New players could run them all, the vets could just run what they want (veteran or not they might want to leave the tutorial with a minor travel power). The concept is expandable to whatever we want to include in the tutorial: it could even have a "mini zone event" that demonstrates what those are, exclusive to the tutorial zone (maybe something like the Steel Canyon fires). The sky is the limit on this kind of thing.
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It might also be a good idea to recast the Flower Knight scenario so that you either invite Flower Knight to your team, and/or you are invited by Flower Knight, so the player sees how those mechanisms work.
It would also be nice if Flower Knight, as a teammate, could be used to guide players on how to use Chat (e.g., what the "T", "L", and "B" buttons are for).
Most of the ideas I like, but I don't like number 7 so much. /signed
For those discussing the idea of improving inherent AT powers to help keep AT uniqueness, please visit my thread.
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It's Dec.1, and there's there's still some time for X-mas shopping, dear Santa Devs. But just in case the stores close early and I/we can't get these things by X-mas, these are the things I'd like to see implemented in 2010, in no particular order.

1) Blueside Contacts really should give out thier cell numbers a bit earlier. They're dealing with registered heroes, so a little more trust shouldn't be out of line. And really, they should be more in tune with the neighborhoods they are living in. Get in touch with thier fellow citizens and all that (Have more of the missions actually be in the same zone, except where it makes more sense to the storyline for it to be elsewhere)
2) A tutorial for the use of the LFT flags. We have a great LFT system, if people use it, but all too many simply don't know how to do anything but yell over Broadcast in thier one zone or send blind invites to everyone tagged as Not Looking.
3) A Merger of the Markets would be nice. Redside, I can't GIVE away Snipe Recipes, yet for a fair number of pieces in sets there is often zero supply in a 5 level range or more.
4) And speaking of the Markets, we can bid on up to ten of a single item of a single level, but in order to purchase one recipe where we don't care about the level that much? We have to use a bid slot for each and every level. And have the chance to accidentally buy unwanted extras if we leave those bids up too long.
Sure would be nice to bid for 1 single item, but at up to X level range. Up to ten levels?
5) Badges. I appreciate the chaanges to badgelist UI. But while Veteran badges are account-wide for good reason, and some of the AE badges appear to be as well because....(.well, I'm not really sure about why) , why not make the Anniversary badges account-wide as well?
The Anniversary badges really ought to be, IMO. Add to that any other badge that's based more on the player's actions than the character's actions.
6) Immobility Protection (ala Combat Jumping) for Inertial Reduction. Hey, it's a Primary (or Secondary) power, let's make it better than a L6 pool power. Kinetics is all about movement and mobility, and I'm not going to lobby for Stun, Hold or Sleep protection to be added into this squishy's set, just Immob.
7) 1 unique powerset (both a Primary and a Secondary) for each AT. Sure, a lot of folks like Powerset Proliferation, but I like my AT's to have a little more uniqueness than just thier Inherent and thier HP.
8) A remote Market interface for SG bases. Remote access for individuals is sorta already done, by a dayjob that allows them to TP to the Market (of thier choice of multiple zones!), but I'd like to see a terminal in my base.
9) Option: Hide/Show unfinished badges. A toggle, like how we can hide/show recipes we don't have or recipes we don't have the salvage for.
10) And this last one is on the behalf of a couple of Arbiters. Arbiters Fredricks and Lupins would like to requisition a couple of Arbiter Drones for thier little corner of Nerva, to prevent wandering Longbow from interfereing with thier jobs. Failing that, Crey has some empty office space available for lease. Perhaps they could set up in there and have some privacy from prying eyes.
Edit to add: I'll admit that some or most of these ideas were not originally mine, but I support them. And while I usually say that any idea good enough to be in a list like this deserves it's own seperate discussion thread, most of these already have had them and were relatively well-recieved.