Proliferate Archetypes
this idea would make GR pointless. so why did you feel the need to post this.
1,000,000% /unsigned.
this idea would make GR pointless. so why did you feel the need to post this.
1,000,000% /unsigned. |
You could still switch sides...you could still walk the line between good and evil.
Please explain how this would make GR pointless...
the whole idea about GR is being able to switch sides. your idea would nullify that completely. good way to, figuratively, spit in the devs face for taking all the time to develope GR and it's content.
the whole idea about GR is being able to switch sides. your idea would nullify that completely. good way to, figuratively, spit in the devs face for taking all the time to develope GR and it's content.
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I believe that switching sides in GR should be about the story...the story of how you changed your morals...the story of how you changed from a villain into a hero or hero into a villain.
I do NOT believe that switching sides in GR should just be about getting a villain AT to hero side or a hero AT to villain side...which, apparently, is what you think GR is all about.
because that is what it is about. go read everything you can about GR. everything you have described so far is part of GR. did you just wake up or something V?
because that is what it is about. go read everything you can about GR. everything you have described so far is part of GR. did you just wake up or something V?
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I know that side-switching is what GR is all about...but what I'm saying is that GR can still be all about side-switching...but I just don't think it should be the only way to get a Brute or Dominator over to CoH content.
I'm thinking the lack of villain AT's blueside and hero AT's redside from the start might come down to this:
The upgrade seems to be centered around praetoria and the side-swapping content, wherever that may lie.
Players wanting to change side are focused through this new content. New characters hoping to play opposite sides are channeled through Praetorian content. People who want to stay with their factions, however, can go through the same content that's been around for some time, passing up the new content. Since the developers are spending so much time on the new stuff, I'm pretty sure they want to make sure as many characters use it as possible. Otherwise, their new stuff loses its pull. The more optional it is, the fewer people that will choose the option. If you are one of those people who positively won't try things outside of Paragon, but you've always wanted to try the other half of the archetypes, why would you use the new stuff if you can roll up a villain archetype in outbreak? If you could, the new stuff loses value as it loses necessity. Will they eventually? Maybe, but not until they make some profit on Going Rogue.
Here is an example of why I am suggesting this...
Say you have this great backstory on how your character was a villain that eventually turned hero through Going Rogue...
...what if you envisioned that character to be a Scrapper?...you can't do it...you can't create a villain Scrapper and have them turn into a Hero.
I'm thinking the lack of villain AT's blueside and hero AT's redside from the start might come down to this:
The upgrade seems to be centered around praetoria and the side-swapping content, wherever that may lie. Players wanting to change side are focused through this new content. New characters hoping to play opposite sides are channeled through Praetorian content. People who want to stay with their factions, however, can go through the same content that's been around for some time, passing up the new content. Since the developers are spending so much time on the new stuff, I'm pretty sure they want to make sure as many characters use it as possible. Otherwise, their new stuff loses its pull. The more optional it is, the fewer people that will choose the option. If you are one of those people who positively won't try things outside of Paragon, but you've always wanted to try the other half of the archetypes, why would you use the new stuff if you can roll up a villain archetype in outbreak? If you could, the new stuff loses value as it loses necessity. Will they eventually? Maybe, but not until they make some finances on Going rogue. |
Good point about the finances.
Here's my counterpoint...make the proliferation come with GR.
So when you purchase the GR expansion you get...all the new content that comes with GR plus the proliferated ATs.
Therefore, they lose no money.
Good point about the finances.
Here's my counterpoint...make the proliferation come with GR. So when you purchase the GR expansion you get...all the new content that comes with GR plus the proliferated ATs. Therefore, they lose no money. |
I does somewhat force you through Praetoria right now. I mean, I'll be playing it anyway, probably multiple times but forcing things gets tiring after a while...like having to start in Mercy.
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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My own personal example of why I am suggesting this...
I want a hero Brute.
I don't want to be a villain first...I want to be a hero from the start.
I don't want to be from another dimension called Praetoria...I want to be from earth.
I want to start out as a hero Brute from earth.
The way GR is set up...I would never be able to do that.
Good point about the finances.
Here's my counterpoint...make the proliferation come with GR. So when you purchase the GR expansion you get...all the new content that comes with GR plus the proliferated ATs. Therefore, they lose no money. |
But now that you've made the largest part of Going Rogue's content optional, the peeps that are stuck on one faction and won't go elsewhere are paying 30-40 bucks for nothing but archetypes. They play through the same old stuff in new ways, but they are still playing through the old arcs, not the new ones. This risks people crying out for content, or complaining about the lack of it in their area. If the devs make certain most of those using going rogue have to go through new stuff, the new stuff is used by more people, and fewer players are outside ignoring it. When Going Rogue goes live, can you get it and still ignore its new stuff? Yes, but the way they've made it makes this is highly unlikely. And you know what? I bet this is on purpose.
But now that you've made the largest part of Going Rogue's content optional, the peeps that are stuck on one faction and won't go elsewhere are paying 30-40 bucks for nothing but archetypes. They play through the same old stuff in new ways, but they are still playing through the old arcs, not the new ones. This risks people crying out for content, or complaining about the lack of it in their area. If the devs make certain most of those using going rogue have to go through new stuff, the new stuff is used by more people, and fewer players are outside ignoring it. When Going Rogue goes live, can you get it and still ignore its new stuff? Yes, but the way they've made it makes this is highly unlikely. And you know what? I bet this is on purpose.
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Hey, I'm just looking at this from a practical end. When the game is stagnant, players drop off. So the developers must do their best to keep the game from being stagnant. As such, they add stuff. But they can't possibly add enough stuff for everywhere, so they have to choose where to put the new stuff. When they do, it's in their best interests to move as many players to the designated 'new and shiny' portions of the game. When they are immersed in the 'new shiny,' players forget about the stagnant outside.
With Going Rogue, you know what the new and shiny stuff is. You may wish to avoid it, but the devs will do their best (without being too heavy handed) to corral you and other players into the 'new and shiny' area. Once the new shiny loses its luster, They can open up same old outbreak to your brute for a new and shiny experience of bashing heads with fury there. But that's later. Right now, you are being steered into what is new and shiny now.
Here is an example of why I am suggesting this...
Say you have this great backstory on how your character was a villain that eventually turned hero through Going Rogue... ...what if you envisioned that character to be a Scrapper?...you can't do it...you can't create a villain Scrapper and have them turn into a Hero. |
Option 2: Write it up in your biography and start as a scrapper blueside like every other dark hero.
/unsigning the OP as a waste of resources.
Be well, people of CoH.
Option 1: You start the character in Praetoria as a scrapper working for the evil monarchy. You decide to leave. You go blueside. Done. Villain becomes hero.
Option 2: Write it up in your biography and start as a scrapper blueside like every other dark hero. /unsigning the OP as a waste of resources. |
My own personal example of why I am suggesting this...
I want a hero Brute.
I don't want to be a villain first...I want to be a hero from the start.
I don't want to be from another dimension called Praetoria...I want to be from earth.
I want to start out as a hero Brute from earth.
The way GR is set up...I would never be able to do that.
What about this example:
My own personal example of why I am suggesting this... I want a hero Brute. I don't want to be a villain first...I want to be a hero from the start. I don't want to be from another dimension called Praetoria...I want to be from earth. I want to start out as a hero Brute from earth. The way GR is set up...I would never be able to do that. |
Hey, I'm just looking at this from a practical end. When the game is stagnant, players drop off. So the developers must do their best to keep the game from being stagnant. As such, they add stuff. But they can't possibly add enough stuff for everywhere, so they have to choose where to put the new stuff. When they do, it's in their best interests to move as many players to the designated 'new and shiny' portions of the game. When they are immersed in the 'new shiny,' players forget about the stagnant outside.
With Going Rogue, you know what the new and shiny stuff is. You may wish to avoid it, but the devs will do their best (without being too heavy handed) to corral you and other players into the 'new and shiny' area. Once the new shiny loses its luster, They can open up same old outbreak to your brute for a new and shiny experience of bashing heads with fury there. But that's later. Right now, you are being steered into what is new and shiny now. |
Let the people who actually want to follow the GR story line play the GR story. Don't force people to play through missions they don't care about just to get a certain AT over to the otherside.
What about this example:
My own personal example of why I am suggesting this... I want a hero Brute. I don't want to be a villain first...I want to be a hero from the start. I don't want to be from another dimension called Praetoria...I want to be from earth. I want to start out as a hero Brute from earth. The way GR is set up...I would never be able to do that. |
You want to circumvent Going Rogue. The devs do not have much of a good reason to let you do that, unfortunately.
*edit*
Let the people who actually want to follow the GR story line play the GR story. Don't force people to play through missions they don't care about just to get a certain AT over to the otherside. |
Let's wait and see what you can/cannot do in GR before you state this as fact. Plus, this suggestion is a waste of resources.
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If you re-read, you will see that I never stated anything as fact...however, I have asked about this topic many times and I have received the same answer everytime. That's what I'm basing this off of.
If I can actually create a Brute and start in Atlas...that's awesome...but I have been told otherwise by so many.
Hero Brute: the character grows up in the Rogue Isles and always wants to be a hero, but first he has to fight his way out of the Isles.
There's your RP rationalization.
"You don't lose levels. You don't have equipment to wear out, repair, or lose, or that anyone can steal from you. About the only thing lighter than debt they could do is have an NPC walk by, point and laugh before you can go to the hospital or base." -Memphis_Bill
We will honor the past, and fight to the last, it will be a good way to die...
Tough tamales. You do.
"You don't lose levels. You don't have equipment to wear out, repair, or lose, or that anyone can steal from you. About the only thing lighter than debt they could do is have an NPC walk by, point and laugh before you can go to the hospital or base." -Memphis_Bill
We will honor the past, and fight to the last, it will be a good way to die...
I see no problem with this.
If you try to counter this suggestion by saying...
"This would make GR pointless"
Then your basically saying that you and everyone else will ONLY be playing the GR content JUST to get a certain AT to the other side...which is saying that no one really wants to play the GR content to begin with.
I personally believe that people would still play the GR content even if you proliferated the ATs.
Hear me out...
I suggest that the devs proliferate all the AT's to both CoH and CoV. (Except for the Epic AT's)
It's not the powers that dictate whether your a hero or villain, it's how you use them.
Now I know that people are going to say..."that's what Going Rogue is all about".
That is not true...what I'm proposing is that you can start in Atlas as a Brute or Dominator...you can start in the Rogue Isles as a Scrapper or Blaster.
Going Rogue can still be all about side-switching and praetorians.......but I do not think it should be required to bring a certain AT over to a certain side.
I'm suggesting that we should be able to create any AT (except for the Epics) on any side to begin with.