Your Top 5


Aliana Blue

 

Posted

1) I'd separate buffs from debuffs in the game engine. That would have two major effects: first, it would give some folks who don't like certain buffs the option of canceling or auto-denying them, without giving them the ability to cancel enemy debuffs as well. Second, and more importantly, it would allow for the creation of new enhancement types and recipe sets that we haven't seen yet because of this weird mechanics issue.

2) Base and SG changes. No need to explain this one, it's all been said perfectly already

3) Revamp the earlier-made story arcs and TFs so that missions are in the same zone and contacts can be called right from the start. Plus, for every arc that contains some unique game mechanic, I'd like to see four or five straight-forward arcs. Fancy mechanics and extra-challenging end fights aren't necessary for *every* story. I'd rather see more exploration of the lesser seen enemy groups, I think it would add a lot of flavor.

4) More zone events and giant monsters. They don't have to be complicated or unique, just put in more things that randomly happen and cause some unusual activity in the general zones. Things like Goldbrickers looting a warehouse or Luddites protesting a research lab. Much of this could even be handled as low-chance spawns. Bonus points if they use mobs from the other faction's enemy list!

5) Remove the ability to out-level contacts. You still have to unlock them in the original manner, but once they'll talk to you they won't suddenly stop talking to you. Accepting a mission that's beneath your level simply exemplars you down to the appropriate level. Undertaking missions through Ouroboros is still the only way to run the same mission more than once, however. But this way you could also accept lower level radio and safeguard missions. You could also enable a setting that would let lower level tips drop, just for some extra variety. Alternately, add the ability to voluntarily exemplar yourself (to lower levels only) at will.


 

Posted

Quote:
Originally Posted by Memphis_Bill View Post
Hmmm.

1. Start the PVP overhaul. Instead of a giant I13 "drop the bomb," start rolling back or adjusting a bit at a time. Given 3-5 months between issues, changes would be made either each or every other issue, datamine it and tweak as needed. (Probably with a mid-issue adjustment.)

2. Yes, costume creator overhaul. Some of those lists get long. While overhauling, try to set it up so that nobody has to go and have the tailor say they have to pay for things that aren't changed... Also, non-shiny-metallic options.

3. Base/SG overhaul. This starts from the Registrar's desk on down. Make finding/contacting a SG easier (as well as letting them describe themselves better,) redo the base editor, make the bases more fine-grained, long hallways, raise only part of a floor instead of the large blocks, have a PVP vs non-PVP base "checkmark" that will check for pathing and mark your base as raidable, sort items by scale, put in more items - the list goes on.

4. Expanding the world - and adding more EATs. Spread out to Europe? More Incarnate lore, perhaps. Egypt? Bit of time travel and more reason to focus on lore with the Blood of the Black Stream. And yes, the Coralax as we go underwater... somehow.

5. Polish and add content. Dark Astoria, the Shard, Crey's Folly all need content. Bring all of COH up to the same graphical standard. (This is, of course, a long term project.) Start the rebuilding of Boomtown as a 2-3 year, multi-issue project.
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Originally Posted by Zwillinger View Post
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Originally Posted by Captain_Photon View Post
NOTE: The Incarnate System is basically farming for IOs on a larger scale, and with more obtrusive lore.

 

Posted

Quote:
Originally Posted by Gearsinger View Post
Paragon Studios is crushed, but it's okay, because you step up to take charge of the game.
That's the opposite of it being okay. Watch:

1: Get rid of PVP altogether.

2: Make Recipes and salvage available from vendors at reasonable Inf prices.

3: Make Giant Monsters worth fighting.

4: Get rid of all the extraneous forms of currency.

5: Create Toxic blast, control, melee, and armor sets, as well as a Slimes Mastermind primary.


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Farewell is like the end
But in my heart's the memory
And there you'll always be
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Posted

Lets see

1) Costume creator overhaul. Add back options, create a wrists option, put in fingers instead of ovenmit hands, and a few more things.

2) SG overhaul, allow SG invites through email, get rid of rent, prestige used to get some cool SG swag, like Mission or TF/SF souvenirs displays, personal SG tailor, things like that. Also while I'm at it, set it a system where players can have their own lair, like the batcave.

3) Power proliferation, illusion set for dominators

4) Mounts and vehicles, such as horses, motorcycles, personal transport vehicles, lions, dinosaurs, surfboards

5) revamp of some zones, and add some new zones



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Twitter: @Alpha_Ryvius

 

Posted

For what it's worth

1) Well you know my first choice has to be a Moon Zone.

2) Open up the editing engine to allow players to build and then submit items for bases. Knickknacks, floor, ceiling, or wall sections. Nothing would be released for public use without first being okay-ed by the developers.

3) Make it possible to Invite an alt to your SG/VG (through email possibly?)

4) Base Storage. Make a personal recipe storage vault for bases, and re-look at the Salvage storage. It went from 999 to 30. Lets bring it back up to about 100.

5) Expand City of Heroes to 'Cities' of Heroes. Build an airport, and a half dozen new city zones in different countries / continents around the world. Asia, Europe, Africa, South America Antarctica etc... Maybe a new city zone every few issues.


[color=gold][b][size=5]♪ Sometimes you feel like a Tank, Sometimes you don't! ♪[/size][/color][/b]

[url=http://boards.cityofheroes.com/showthread.php?t=114726][color=black][b][size=5]Moon [color=red]Hazard [color=black]Zone![/size][/color][/color][/color][/b][/url]

 

Posted

1. Zone Revamps -- Make Dark Astoria, Boomtown, & Shadow Shard all co-op zones, and give them each a few mission arcs for both heroes and villains. I wouldn't worry immediately about any graphic overhauls for these zones, although I do see Boomtown needing it a bit more than the others.

2. Contests to Update Old Content -- Run AE contests to update some of the old content. Every two weeks, some old arc is announced as the focus, and people must keep the basic story and spirit of the arc, but can change dialog, specific maps, etc. The winner's arc replaces the old content, with legacy arcs stored in O'boros.

3. New Powers -- While I'd love tons of new powers, I'd settle for a Staff Melee set. But we could also stand another round of proliferation, as well as some tweaking to create "almost new" powers -- such as Dark Control & Dark Assault, or a blaster Martial Arts secondary, or a Gadgets pool with some soft control options. In fact, now that I think about it, we need a few more pool powers in general.

4. Costume Creator/Power Customization -- These two go hand-in-hand, since if you're going to work with the costume creator UI, then you may as well deal with pool customization at the same time. The creator itself would get a UI upgrade, making it possible to finally customize pool powers. If possible, at the same time I'd work in some limited customization to a few inherent powers/animations, such as rest, walk, sprint, or combat/idol stances. Finally, I'd work on more alternate power animations -- starting with weapon animations for blast/control sets (staffs/ray guns/etc).

5. SG Bases -- While there's a whole lot I'd like to see done to bases, it all starts with a better base editor. And if I'm going to work on improving the base editor, I'd make sure that it was able to double as a mission map editor in AE. But at the very least, I'd work to get SG invites through email.

---

Okay, now that's my five, but here are some comments on others' suggestions:

Quote:
Originally Posted by Memphis_Bill View Post
1. Start the PVP overhaul. Instead of a giant I13 "drop the bomb," start rolling back or adjusting a bit at a time. Given 3-5 months between issues, changes would be made either each or every other issue, datamine it and tweak as needed. (Probably with a mid-issue adjustment.)
To that, I'd add that this needs to be rolled out with much publicity, along with a reactivation weekend and some sort of special discount for those who resubscribe (such as an extra month if they resub during the weekend).

Quote:
4. Expanding the world - and adding more EATs. Spread out to Europe? More Incarnate lore, perhaps. Egypt? Bit of time travel and more reason to focus on lore with the Blood of the Black Stream. And yes, the Coralax as we go underwater... somehow.
Ohhhhhh. Yes, please.

Quote:
Originally Posted by Blood_Beret View Post
2) Contacts and talk missions - Tailor contacts should be like the other unlockable contacts and appear in your contacts list. Contacts like Hollows, Striga, Crotoa, and Seerer Marino, should be level unlockable so we don't have to take a mission to do it. The PvP liasons should also fall in this category. Missions like delivery Puzzle Box to Hardcase, should be removed or have an actual mission tied to it to retrieve the box as xp was removed from these missions.
Super suggestion!

Quote:
Originally Posted by Unknown_User View Post
4) Mounts and vehicles, such as horses, motorcycles, personal transport vehicles, lions, dinosaurs, surfboards
These would make me squee with glee.

d


 

Posted

Quote:
Originally Posted by Tenzhi View Post

5: Create Toxic blast, control, melee, and armor sets, as well as a Slimes Mastermind primary.
Do want.

I kinda wish I had put a content revamp in my top five. I would love to streamline blueside so the missions take place in the same zone you get them in, and get rid of 90% of the street hunts.



 

Posted

I'd keep it real within the realistic possibilities of them game (as they updated me on how CoH2 was coming along)...
And focus on just making the current game more customizable and accentuate what is awesome about it and all...
I imagine that these will seem pathetically little to most.

  1. I'd slow down the day/night cycles while working out balances for the special time-of-day spawns (likely by creating some areas that they can always be found). Nothing too long, but something that didn't have the sun fly across the sky in minutes.
  2. I'd make a checkbox option for completely hiding all the buff/debuff emblems (the purple shields for defense, the yellow targets for accuracy, etc).
  3. Implement the ability to set the Mission Architect missions completely outside of the AE buildings. Whether it had to be a very few limited missions doors/portals or the vast selection that already exists for radio missions (depending on realities/feasibility).
  4. Add dynamic missions that can come from civilians, enemies, zone events... expanded fire rescue missions, and story arcs with randomized parameters that make up radio-mission-like scenarios that cover more than one mission and change it up with different objectives/scenarios/ambushes/characters (some generic some named).
  5. MOON ZONE, SPACE ZONE, OTHER PLANET ZONE!!!!!!!!!!! (and tease everyone with the leak that water zone may be coming next [along with duck bills and beaver tails])


Oh... but first... I'd fix the Animal Pack to include animal fur for the Boots - Flat option (as well as Large and Banded boots).
And I'd hope that the artists could create a color-customizable pattern on the wolf head.


@Zethustra
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and round up everyone that knows more than they do"
-Dylan

 

Posted

I agree with a lot of the suggestions so far, so I'll just list one big priority for me:

More Mission Maps. This is where most of the game takes place, and it needs more variety than Warehouse, Sewer, Office, Tech, repeat. I was disappointed that even Going Rogue starts repeating maps immediately.


 

Posted

Just a comment on Illusions. I think it would port to MM better than to Doms. With the lack of control powers, it would take a long time to build domination solo. But in making it a MM set, Decoys would have to be made to take damage and a second tier pet would need to be added. Even if they made Mobile SPectral Terrors, that would be too strong I think.


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Posted

Assuming I weren't immediately fired upon getting said job:

1. ALL existing storylines, at a bare MINIMUM, get the textual revamp treatment - contradicting information gets fixed, canon information gets organized, grammar and spelling get corrected, and BORING storylines get reworked. Mobs, maps, and mission locales are updated and modified for variety as appropriate.

2. Working off the above, zone/level balancing for content. A quick numbers crunch will show where there is the least and most content based on zone and level. New stuff will be added to bring those zones/levels up to par with the rest of the game. And to the intense relief of redside, at least two new zones are added, justifiable as either a) Arachnos annexes nearby turf, b) another villain group takes control of an area (ie Striga being owned by the Council), while c) a third 'zone' becomes accessible... the Shadow Shard becomes co-op.

3. Bases and bugs. A "half" issue is devoted to NOTHING BUT BASES AND BUGS. In the event that it turns out the best way to fix the base issue is to scrap the system and start over, the next "half" issue (set approximately three months in future) will implement it, since if an SG can't get its act together in 3 months to get ready to build the base they've been grousing about for YEARS, I don't want to hear a word. Get all the alts on to hold all the salvage they can carry, and then go to town.

4. AE. New search, review, and recommendation methods, first and foremost. As far as available AE resources, EVERYTHING goes into it, unless there is something so heinously broken about it that it just won't WORK. Powers? There. Costume parts? There. Mobs? There. Maps? There. Custom placement (albeit a bit limited)? There. Customizable NPCs? There. Spiffy dialogue mechanics? There.

5. Assign myself a little cubicle, a really fast rig with dual monitors, and the title Associate Producer, then resign as lead designer, and spend 60 underpaid-but-totally-happy hours a week in my cubby doing tech writing and making vids for COH.

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aka
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Posted

Quote:
Originally Posted by Dark_Respite View Post
4. AE. New search, review, and recommendation methods, first and foremost. As far as available AE resources, EVERYTHING goes into it, unless there is something so heinously broken about it that it just won't WORK. Powers? There. Costume parts? There. Mobs? There. Maps? There. Custom placement (albeit a bit limited)? There. Customizable NPCs? There. Spiffy dialogue mechanics? There.
The first thing I would do would be to add all the stock enemies that are currently missing from AE. First on my list: Super Stunners, Chi Masters, Girlfriend from Hell, Kronos Titan AV version (which can scale down to an EB, while the currently available GM version does not) IDF, War Works, Goliath War Walker, updated versions of the Praetorian AVs. There is absolutely no reason for those enemies not to have been made available in AE as of i19. The non-Praetorian ones should have been added with i18.


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Posted

Quote:
Originally Posted by Paragon View Post
Try to wrestle control of the game back from Marketing. Probably impossible at this point, but it would be worth a try.

HA! That's the funniest thing I've read in this thread. Thanks for the grin

One of the biggest problems with most of the answers is they are subjective and depend entirely on desire of the poster. There's no consideration of the budget or technical constraints such as available time and/or manpower to do much of what is requested here, nor have we got access to any data mining so without knowing what's achievable what gets played, when and by whom isn't as clear cut as we might suspect.

Sure we'd all love a moonbase and aquatic zone - but the fact we haven't had them despite the rumours being around since I6 tells me there's a reason for them not appearing. I'm guessing that's strongly related to cost and story direction.

PVP will never get rolled back to "Pre-I13" simply because to do so would be a tacit admission of defeat and getting it wrong - and it's certain the Devs know people don't like PVP so much but it really doesn't matter because PVP is such a small part of this game it doesn't warrant much investment.

When NCSoft took over the IP we had a bunch of QoL fixes. We've not had so many since and I suspect we've had all we're going to get for a good while so the costume creator's still going to feel clunky for the time being, for example. The next few issues are all about new Content - something that the player base begged for for a long time so now we're getting it, asking for more QoL stuff is kind of pointless. Paragon Studios, for all their efforts don't have the team to do both at the same time - not to mention the fact that one can affect the other.

But if I have to give my top 5 Wish List it'd be something along the lines of:
  • Upgrade the graphics across the entire game. Get a proper marketing team to get the game out there and promoted properly.
  • Drive the story forward but ensure that some of the plot lines that have just been left hanging for ever are tied up and finished.
  • Add content to existing hazard zones. They don't need a huge amount but maybe a good couple of Task/Strike forces would invigorate Boomtown, DA etc
  • Restore the challenge to the game. It's been dumbed down so consistently over the last few years that it's turning rapidly into a yawn-fest. Incarnates are only exacerbating that.
  • Re-establish the divide between the "Good" and the "Bad". As Heroes, Villains and Praetorians are piled into this murky grey soup known as "end game" content the identity of characters is getting lost. There's now only one side you can effectively play on: If you're a PC, then you're on the same side against the PVE content. The lack of plurality means the game has simply become level progression rather than RP. Anyone can be anything for for a day and then be something else thus there's less inducement to explore - and it also means PVP becomes extra pointless because Heroes and Villains are all on the same side.



"You got to dig it to dig it, you dig?"
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Posted

1. Work on PvP in general, Fixes/Tweaks, Make PvP more fast paced like it used to be. Also many other changes/suggestions other credible PvPers came up with.

2. More Arena Maps, I have alot of good idea's for new maps.

3. Cross-Server Arena/Zones.

4. New lvl 50 Free For All PvP zone. PvP Moon and/or Underwater Hazard Zone just for PvP.

5. PvP Merits, Alternate ways to get stuff in PvP without having to PvE. Anything at this point.



@Midnight Havoc @Ice-GX

 

Posted

Quote:
Originally Posted by Scarlet Shocker View Post
When NCSoft took over the IP we had a bunch of QoL fixes. We've not had so many since and I suspect we've had all we're going to get for a good while so the costume creator's still going to feel clunky for the time being, for example. The next few issues are all about new Content - something that the player base begged for for a long time so now we're getting it, asking for more QoL stuff is kind of pointless. Paragon Studios, for all their efforts don't have the team to do both at the same time - not to mention the fact that one can affect the other.
Huh?

I20 is expanding the Black Helicopters so villains don't have to run to the *** end of Nerva and Grandville.

I19 merged the train lines, added hospitals to hazard zones, and insp dispensers to hospitals.

I18 merged the markets, which is a huge QoL improvement. We also got the "closest to completion" badge tab.

I17 increased the number of open missions and arcs we could have, added the option to abandon missions, added the "show last objective" feature, and allowed us to email stuff between characters.

I16 gave us additional difficulty options and supersidekicking.

I could go on...my point is that even though there hasn't been an issue focused on QoL improvements in a while, QoL improvements are constantly being made.


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Posted

Quote:
Originally Posted by Gearsinger View Post
So what are your top five projects to improve the game?
You know, normally I answer these kind of questions with a realistic perspective, taking into account what's possible given the current game mechanics.

Not this time. I have a vision that would probably require a new codebase.

1. Add a destructible environment. Windows should break when you shoot at buildings, walls should crack when someone is knocked back into them, railings and pillars should be destroyable. Have a NPC with a fleet of telekinetically controlled trucks ('Civic Man'?), or an arachnos workcrew, show up in outdoor zones to fix any damage a minute after it appears.

2. Massive expansion of power pools, to allow for more character customization. There should be a Fire Affinity power pool, granting minor fire resistance, melee attack, and a first level blast -- and we should have one of those pools for every element. Then get to work on multiple 'gadgets' pools. Then skill pools (detective work, gunslinging, arcane knowledge, etc.) A player should have so many options that they should never have to pick a power outside of their character's concept.

3. New meshes for player characters. Beyond just Male, Female, and Big Male, we need options like Fat, Stretchy, Child, Man/Woman with Staff, Big Head, Four-legged, Four-armed, Wheelchair, Leifeldesque, and more. Some of these meshes should unlock special power pools that only characters with that mesh can use, like Stretchy Defense or Staff Melee.

4. New IOs that offer enhancements that partially ignore ED, like the incarnate boosts do, but with drawbacks that make the powers more unique. An extra-powerful accuracy enhancement might change half of any elemental damage to lethal. A super-damage enhancement might come with a de-hancement of recharge. A super-high debuff enhancement might zero out any damage the power does. Give the players more choices, including the choice of being an extreme specialist if that's what they want.

5. Completely redo the superbase system. Make bases attached to outdoor doors, so you have to find the right building and doorway to get in unless you have a teleporter. Link SG rent to door location -- Talos would be High rent, Perez Park would be Low. Allow invites to characters who are not online, so players can easily put all their own characters into a SG. Give more options for superbase maps, including some outdoor zones. Allow the creation of statues of SG members, so you can create memorials to characters in the base. And let SG designers create text on the walls and on signs in the base -- it's their base, the worst they can do is spew profanity that only they and their SG mates can see.

Some of these would be doable now, but most would require huge changes in the codebase. Which is why I keep hoping to hear that a CoH2 is in the works.


...
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Posted

Quote:
Originally Posted by Eva Destruction View Post
Huh?

I20 is expanding the Black Helicopters so villains don't have to run to the *** end of Nerva and Grandville.

I19 merged the train lines, added hospitals to hazard zones, and insp dispensers to hospitals.

I18 merged the markets, which is a huge QoL improvement. We also got the "closest to completion" badge tab.

I17 increased the number of open missions and arcs we could have, added the option to abandon missions, added the "show last objective" feature, and allowed us to email stuff between characters.

I16 gave us additional difficulty options and supersidekicking.

I could go on...my point is that even though there hasn't been an issue focused on QoL improvements in a while, QoL improvements are constantly being made.

Fair point. I guess I'd overlooked some of those because they get buried in the new content.



"You got to dig it to dig it, you dig?"
Thelonious Monk

 

Posted

There's some great stuff in this thread, enough so that I'd hope the same things have occurred to the devs themselves. The following suggestions (which sometimes overlap previous posts) are constrained by what is achievable:

  1. Architect Entertainment: Go behind the scenes with a Task Force/Strike Force that has players investigating/raiding Dr. Aeon's secret agenda; remove redundant AE buildings from selected maps, e.g. Croatoa, Galaxy City, Skyway City, Independence Port, to concentrate playing population; negotiate with Hall of Famers to resituate their arcs outside into the "real" City of Heroes. AE still has untapped potential to enrich the game with community contributions, but the farming stigma must be removed.
  2. Reboot Level 1-10 CoH Content: Bring the tutorials and introductory content in CoH and CoV up to the gold standard set by GR, with appropriate reworking of Atlas Park, Galaxy City, and Mercy Island to include fixed-door missions, evenly spaced contact locations, and smoother interstitial travel flow.
  3. Moon/Satellite Zone(s): Although animations required for an underwater zone would be prohibitively extensive, interplanetary adventuring needs only adjusting gravity accordingly in the physics engine. n.b. This is City of X, so think "space colony", not "endless airlocks and corridors". Include associated player arcs for mid- to high-level players, Task and Strike Forces, costume options.
  4. Ongoing PVP Retooling: First, a quasi-rollback to the halcyon days of pre-Issue 13 in an extended beta period, the bait for which would be PVP in Praetoria (that's right, Loyalists vs. Resistance at last); after going live, anticipate spending at least year tweaking the resulting system. Expect to hire a dedicated PVP guru. While not everyone likes PVP, it does add a dynamic to the community.
  5. Zone Revamp: Every other issue, an underused or over-familiar zone gets a thematic makeover, taking advantage of recent tech (glowies, events, fixed-door missions) and tying in with new in-game developments, arcs, and task/strike forces. Boomtown, Galaxy City, Mercy Island, Dark Astoria, and the Shadow Shard are on the top of the list.
Aside from this thread's "wish list" suggestions that the devs have categorically stated will never happen or are just infeasible for Paragon Studios in its current form, it's intriguing that there's still so much room for improvement when CoH is already a highly entertaining MMORPG and keeping pace with, if not leading, its competition.


 

Posted

Quote:
Originally Posted by Scarlet Shocker View Post
Fair point. I guess I'd overlooked some of those because they get buried in the new content.
That's probably the best way to do it. QoL improvements on their own can't carry an issue anymore, since there really aren't that many left. The biggest ones I'd push for would be to allow players to choose the level of recipes generated through random merit, A-merit and AE ticket rolls, to make Mayhem and Safeguard missions available through Ouroboros, and about 50 million AE and base related QoL improvements. The AE stuff I will continue to campaign for until my eyeballs bleed, the base stuff I will occasionally complain about but let other people with more experience in the area campaign for, and all the other QoL issues put together aren't game-changing enough to sell an entire issue.


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Darkfire Avenger DM/SD/Body Scrapper

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Posted

New graphics engine...mitten hands has to go! I can really feel the age of game.
More proliferation
Carnie Pack..yes Carnie pack!!


 

Posted

This should probably be in Suggestions, but I suppose it's mainly pie-in-the-sky wish fulfillment, so:

  1. Move the game to a freemium format with a subscription option. Offer the game on an ala-carte basis to non-subscribers, so that a "full member" gets access to everything while partial or non-members can elect to purchase zones, powersets, costume sets and special use areas like the Market and the Architect.

  2. Historical Missions - Not time travel, but "you are there" missions along the lines of the Guild Wars Bonus Mission Pack. These would be missions where you, the player, experience a historic event from the viewpoint of the Hero or Villain who is the protagonist of the story. Control Marcus Cole on his first outing as a masked adventurer. Control the Back Alley Brawler as he first discovers the truth behind Superadine. Discover what happened to Jacaranda Vista that left it sunk beneath the bay. Explore the history of the heroes who warranted all of those statues that fill the skyline around Paragon City.

  3. Update Baumton. If a "disaster zone" is still considered a good idea, then make a new zone called "No Man's Land" that represents the area between the War Walls and create new content geared towards that theme. Baumton should be reclaimed and the reclamation should be seen to happen over time, with stories that involve players in the reclamation.

  4. Drop the "frozen in time" aspect of the story and acknowledge that time is marching on. Move the story of the city forward periodically and re-write content as necessary to reflect it. Persistent world shouldn't mean static world. Begin a year long story about the reclamation of Astoria that progresses monthly based on the success and failure of the players, so that the final outcome is truly a player-driven outcome rather than a pre-determined one.

  5. Hire a staff of in-game Event Coordinators to run both impromptu and pre-scheduled live events on a periodic basis. Events would run the gamut from a simple invasion/bank robbery/disaster aversion/etc... event to a full-blown scripted encounter with a world-threatening enemy.


 

Posted

Quote:
Originally Posted by Golden_Ace View Post
For what it's worth

1) Well you know my first choice has to be a Moon Zone.

2) Open up the editing engine to allow players to build and then submit items for bases. Knickknacks, floor, ceiling, or wall sections. Nothing would be released for public use without first being okay-ed by the developers.

3) Make it possible to Invite an alt to your SG/VG (through email possibly?)

4) Base Storage. Make a personal recipe storage vault for bases, and re-look at the Salvage storage. It went from 999 to 30. Lets bring it back up to about 100.

5) Expand City of Heroes to 'Cities' of Heroes. Build an airport, and a half dozen new city zones in different countries / continents around the world. Asia, Europe, Africa, South America Antarctica etc... Maybe a new city zone every few issues.
I support this message. Almost makes me want to take back all those bad things I've said about you GA. . . . Almost.


 

Posted

bases is #1...been far too long since anything has happened

new power sets!

turn the xp back up on family and freaks...it was a stupid nerf and you all know it.

make travel powers a inherit...im a superhero ffs!!

pvp redo!


 

Posted

Here's what I would institute.

1) Part One (Old Content Revamp): I would take most of the original CoH and CoV contact arcs/missions, drop them into Oroboros and replace them with mission arcs using the latest tech from GR. One the biggest elements would be dialogue tree choices and morality missions to allow characters to go from hero to vigilante to villain to rogue right from the start of their careers, with the dialogue paths for the contacts changing to reflect the character's alignment status.

2) Part Two (New Content): I would then add hero and vigilante contacts and arcs to the Rogue Isles and villain and rogue contacts to Paragon City and open up all the zones to all alignments. I'm thinking a Longbow Officer who wants vigilante help in taking on Arachnos as one example and Amanda Vines needing a hero to save the day as another. Meanwhile rogues and villains can meet with various fences and contacts to pursue their own schemes in Paragon City.

3) New mission branching/mob technology: The above options rely upon existing tech already available in the game. As such, the biggest hurdle would be the amount of new text and missions that would need to be generated.

But to really make this new concept and my vision work I feel I would need two new bits of technology that do not currently exist in the game. First, I would need the ability for the branching dialogue trees to offer different missions based on which moral choice your character chooses to make during an arc. While this MIGHT be not much different than tip missions, the fact that the arc would need to continue past that choice is why I suspect this would fall under "new tech" and not just an new application for existing tech.

The second piece of new tech that I'm CERTAIN is new tech would be what I call "variably conning enemies." In other words... mobs that con either as allies, neutral, or hostile to you depending on your alignment. If you're a hero, Longbow cons blue to you. If you're a vigilante or rogue they con yellow. If you're a villain they con red. Arcahnos would be the inverse.

Other groups would be adjusted as well... the scrapyarders for example (when encountered outdoors anyway) should be universally neutral (don't mess with them and they won't mess with you). Wyvern might con blue to vigilantes (being of that mindset themselves), yellow to heroes, and red to rogues and villains.

4) Zone Revamps: Until we're actually using all of the zones we currently have there's not really much reason to go adding more. One the reasons for opening up the zones to all sides and adding contacts in them is, in part, to stretch the existing art assets as much as possible. But going beyond that into unused zones I would start an ongoing effort to completely revamp many of the unused Zones and provide them with new art, story arcs, and task forces.

First up would be the Shadow Shard which would be converted from a level 41+ experience into four level bands... Firebase Zulu from 10-20, the Cascade Archipelego from 20-30, the Chantry from 30-40, and the Storm Palace from 40-50. Each would have a contact chain (3-5 contacts with 3-5 missions each) that unlocks a task force.

5) Solo Incarnate Content: I would introduce at least one Incarnate story arc per issue (repeatable via Oroboros) and a repeatable mission contact for those who wish to solo while gaining shards/threads to improve their character. While this would be slower than doing trials or TF's, it would be a viable path for those who wanted to get the rewards via soloing.


 

Posted

Quote:
Originally Posted by Blood_Beret View Post
Just a comment on Illusions. I think it would port to MM better than to Doms. With the lack of control powers, it would take a long time to build domination solo. But in making it a MM set, Decoys would have to be made to take damage and a second tier pet would need to be added. Even if they made Mobile SPectral Terrors, that would be too strong I think.
I have said this before as well and thought I was the only one. It seems like with tweaking it would make a good MM set.