Your Top 5
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Life is funny. Death is funnier. Mass slaughter can be hilarious.
Dynamic Content (tm)! The city need to feel more "active". Bad guys standing on street corners waiting to be beaten up is no way to make us feel heroic. Random even should happen at every level, not just zone-wide city invasions, but gang wars, REAL robberies with police actions in the open city, rescuing people from random burning buildings, not just canned fires at the same building over and over. Give us real damage during invasions with real panic and fires and explosions make use feel that the people of the city are really in danger! The new missions from Ray Cooling is a perfect example of this, why can't we have more missions where the civilians actually seem like they're in danger? The canvas is already there, what we need now is the initiative.
"Samual_Tow - Be disappointed all you want, people. You just don't appreciate the miracles that are taking place here."
1. Avatar creation re-vamp. Others have spelled it out. Must include jetpacks.
2. Cross-server teaming.
3. Revamp of older mission content to take advantage of branching dialogue. Make the arcs punchier and eliminate redundancy. Allow Rogues and Vigilantes to be created from the beginning. Use alternate dialogue to change mission tone/objectives depending on alignment (example: Mongoose would have slightly different missions depending on your alignment).
4. 20-50+ Praetorian content, available to all players. "Primals" would play the content as undercover agents or Resistance collaborators.
5. More supergroup stuff. Base love, SG badges, accolades, etc. I would love for my SG to have a "home area" that they police. Time spent doing missions or patroling there earns the SG some sort of shiny. Citizens say things like "the streets certainly feel safer now that The Justice Troubadours moved in", that sort of thing.
Global name: @k26dp
I support this message. Almost makes me want to take back all those bad things I've said about you GA. . . . Almost.
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Wait. You're on protector right? Oh yeah.
Never mind.
[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]
1. Make an AE version of PvP - allow players to build maps, balance powers, set power effects and all of the usual AE powers already in place.
2. remove some of the mezzing in the game so that it is effect when it is used and add armor and resistance to mobs with also AT specific mobs similar to Voids but for all AT's.
3. Steampunk
4. Remove XP from the AE and add badges and merits instead for time played.
5. add email SG invites so I can put my own account toons in my own SG if I like.
1. Go buy the code from that Richard Garriott's sci fi game, the one with the initials TR. Nobody's using it anymore; it should be cheap. Strip out the code that let you move and shoot at the same time. Insert it into CoX.
2. Come up with a powerset mix that lets you use guns and blades. Give pistols to Scrappers, or blades to Blasters, or make a new AT, it doesn't matter.
3. Dump the idea that only melee ATs get status resistance.
4. Make Peacebringers worth playing. Personally, I would do this by making the toggles they have into Defense instead of resistance, and adding status resistance of various types to each one. And I would make the forms appearance an option, i.e. you can stay in your human costume that you spent a long time making, while getting the powers of the squid or lobster if you want to. But I'd be open to better ideas.
5. If I did a costume creator revamp, the first thing I would do is alphabetize everything in the lists. But I'd probably spend time finding a way to reduce the use and need for stealth powers. You spend a lot of time making a costume, then spend the whole game invisible?? In a game that has won awards for costume creation, why is half your team see-through?
Ideally, the tank will die precisely as everyone else starts fighting, allowing aggro to be spread evenly among the blaster. -seebs, "How to Suck at CoH/CoV" Guide
1. Go buy the code from that Richard Garriott's sci fi game, the one with the initials TR. Nobody's using it anymore; it should be cheap. Strip out the code that let you move and shoot at the same time. Insert it into CoX.
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1) Remove Suppression. PvP is dead, time to haul off the carcass that's stinking up PvE.
2) Remove Rooting. Shoot and Scoot! Run and Gun! Smash and Dash! Crush and Rush! Slam and Scram! Do a stab and call a cab!
The Alt Alphabet ~ OPC: Other People's Characters ~ Terrific Screenshots of Cool ~ Superhero Fiction
So what are your top five projects to improve the game? |
1. Automatic custom critter generator
The important thing isn't so much the ability to generate custom critters on the fly, its all the ground work that has to be done to make this work. I have a pretty good idea how to do this, and the net result is a wide range of side effects: critters would be better balanced, better critter powers would be more easily customized, randomly generated missions could have randomly generated bosses and even critter groups, and there would be more flexibility in the AE to create custom critters.
2. Scriptable AE
Again, the important thing isn't so much the ability to do this, as the collateral benefits you get. Bringing powerful creation tools to the AE also provides them to the developers. And it forces them to outdo the players. Frankly, I think they could use the competition.
3. Improved critter AI
Of course, this is really difficult to do without overloading the game servers. But I have a pretty good idea how to do that also, so the SCR can go climb a tree. I think it would be nice if we could give Build Up to a critter without noticing the critters use it with all the intelligence of a quart of caeser salad dressing in a padded helmet.
4. Advanced game mechanics
I have a list of them intended to improve the kinds of powers we can get. Some would make what we currently have easier to manage (decaying buffs, coming in I20) and some simply don't exist at all but should (true deflection, ablative armor) and some would take a long time to explain what they would even be for (variable cast time, unrooting bits, attribmod suppression). High on the list of these would be a bucket of mechanical changes collectively called "non-binary mez." What this means to the average player: the end of purple triangles.
5. Cross server instancing.
I'm actually opposed to server merges. But cross server teaming, instances, PvP, and raids I'm all for.
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1: I'll save this for later in this post, for dramatic effect.
2: More proliferation. Blasters get modified versions of Martial Arts, Katana, Broadsword, Dual Blades, Mace, Super Strength and any other melee power set I have forgotten as a secondary set. Scrappers get Bow Mastery, Gun Mastery, Rifle Mastery and Poison Mastery as auxiliaries. Brutes get Regeneration. Brutes and Tankers get Radiation Melee/Aura. Dominators get Martial Assault (combination of dual pistols and martial arts) and Blade Assault (dual blades + thrown weapons).
3: AT overhaul. Tanker secondaries are now Assault sets with a mix of melee and ranged attacks. Stalker secondaries are now a mix of defense and debuff sets, primarily Dark, Kinetic, Poison. Stalkers get Hide as an inherent freeing up a power in their secondary. Stalker debuffs are suppressed and don't cause aggro until Hide drops. Kheldians get their own special epic pools with mez protection toggles and stuff.
4: I hire Eva Destruction to do his/her stuff.
5: I also hire Arcanaville for the same reason. Non-binary mez? Sounds like something I've been thinking about and wondering why they haven't put in the game yet. Like having AVs who have a few really powerful attacks and some not so powerful attacks, but the powerful attacks can't be used when the AV is mezzed. Stuff like that. Anyway, moving on...
1: Finally I would finish off all the old stories and unresolved plots in CoX, and then reveal CoX2. It is a new game set "on top" of the old one, using crisis zone tech to keep them apart. The new game has a rebuilt Boomtown with all new stories and problems, but the old Boomtown is still there, just a flashback away. Bright Astoria looks good now that the undead armies have finally been defeated, but the old Dark Astoria is still available, and something sinister is surely brewing under the surface of the new area. You don't build a house on an ancient cursed burial site unpunished. The details of the new game isn't really important, it would just be a way to modernize things and make it shiny, but most importantly the old game would still be there, available through flashback sequences. You wouldn't lose your existing characters and new characters could still go back to do the old zones and contacts and task forces whenever they wanted. It could move the stories of some zones forward without losing their histories.
Winner of Players' Choice Best Villainous Arc 2010: Fear and Loathing on Striga; ID #350522
1: Finally I would finish off all the old stories and unresolved plots in CoX, and then reveal CoX2. It is a new game set "on top" of the old one, using crisis zone tech to keep them apart. The new game has a rebuilt Boomtown with all new stories and problems, but the old Boomtown is still there, just a flashback away. Bright Astoria looks good now that the undead armies have finally been defeated, but the old Dark Astoria is still available, and something sinister is surely brewing under the surface of the new area. You don't build a house on an ancient cursed burial site unpunished. The details of the new game isn't really important, it would just be a way to modernize things and make it shiny, but most importantly the old game would still be there, available through flashback sequences. You wouldn't lose your existing characters and new characters could still go back to do the old zones and contacts and task forces whenever they wanted. It could move the stories of some zones forward without losing their histories.
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Honestly, I like this game, but there are lots of things they could do better if they're making a new game.
I'd certainly hope that City of Heroes II is different enough that I couldn't use Major Decoy, that Invulnerability/Super Strength just wouldn't make sense in the new game.
1, 2, 3, 4, 5: All the good suggestions for AE.
Why isn't the city(ies) littered with contacts with arcs from AE? Why aren't we seeing recurrent contests or calls for themed arcs to be put out there in the world? Why are we still limited to three arcs (with the option to purchase some more to whitewash that fence) that languish in the isolated system forever instead of filling new zone after new zone with newly themed arcs and contacts we'd be thrilled to fill?
This isn't your typical Raid-and-grind Fantasy Everquesty MMOAN (Ant's Nest). This is City of ************* Heroes, home of the comic book fans and hobbyists who're interested, yes, in game and fun and loot and all the MMO bits, but also in the stories of fights of heroes and villains, of saving the world or enslaving it, and having epic confrontations one after another where we save the day or just snatch defeat from the band of wussy heroes who couldn't stop our Machiavellian plotting. If the markets and PvP and everything else can be a mini-game, the mini-game of building the gameworld our creations will be populating can be as much part of the experience as everything else.
Work on the incarnate raids and all that endgame MMO-y stuff. Let us handle the rest, let us feel this is OUR game just that much more.
So. Much. Potential.
Sigh.
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