If you were a dev...


4_Thirty_5

 

Posted

What would I do to make people hate me as a dev? Well, that's pretty easy. A few plausible ones though:

- Lower base enhancement combine chance so that it never can be above 70%. The displayed average is 50%, but in reality it's actually 30%. Lie about that for my entire career. Also, it affects boosters, and unslotters would have a chance to fail as well, which would bolt the enhancement into the power, so that only a respec could get rid of it.

- Add a 70% for a random bonus objective to be added to any mission in progress just before mission completion.. Bonus objectives would either be a random NPC that requires rescuing, or a glowie that appears randomly on the map. Every member on your team can spawn a bonus objective as well, meaning up to 8 potential bonus objectives at once. They are not optional, and once a bonus objective has spawned, the mission can not be dropped or auto completed (it's a bug with legacy tech).

- Your base portal will now randomly reposition itself anywhere in your base every time you load into it.

- Enhancements purchased from store NPCs would look the same in order to cut down on total game file size. The only way to tell an enhancement apart from another is to right click it and look at the detailed info.

- Your inspiration tray will randomly re-order itself every cumulative minute you're in combat.

- On the Virtue server, Pocket D is the only zone where incarnate trials may be started.

- Any player may trigger an invasion of any variety (Rikti, Zombie, Praetorian, etc) in a zone of their choosing by paying a fee of 100k influence to a NPC modeled after Zwillinger. Triggering an invasion in Pocket D costs 2 billion influence, but will last a full 24 hours.

- Your costume will now randomly alternate colors on zoning. There is a 5% chance per costume piece that this will occur. The colors will alternate to the closest available color, meaning that your white cape has a chance to become ever so slightly off white. This will be an undocumented change.

- All SS/Fire Brutes have had their powersets changed to Battle Axe/Regen.

Aaaand that's all the plausible evil I can think of.


 

Posted

Paragon Market would sell a power that, for 500 points, would turn any character you select into a rikti monkey for ten in-game minutes. Someone else's character you select, that is.

For 1000 points, it affects their whole account.


 

Posted

Seems to me there are two kinds of "suggestions" showing up here: people who genuinely want specific changes but know that implementing them would be disastrous and people intentionally suggesting changes they don't want just to think of the worst thing they could come up with. For what it's worth, I get the feeling Bill was after the former.


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Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

Posted

Quote:
Originally Posted by Silentkilla866 View Post
Force you rp walk everywhere.
And while RP walking everywhere, they're forced to speak only in red text?

My chances would sadly probably revolve around slowing down experience gain speed. To be honest, it's probably a bit late for that anyway but I'd try to push for a slider to convert exp into influence, rather than the all or nothing approach.

But mostly, I think my mindset would be around extending the sprint to level fifty and past one way or another. Emphasize that even with post fifty content, the game lives and dies by 'the trip to the top' more than the view from the top.

I'd probably also buy into the idea that yes there should be some badges that you only get one shot at and others that are hard to get.

Superpacks. I'd probably be more friendly towards the concept than 90 percent of our posters right now.

But.. that's just me, of course. And my 'easier to hate' ideas.


Still hate the visit Winscott mission- make it dropable, have it give actual exp or remove it altogether. PS- Down knows who you are.
J/ Wilde/
/ AIL - Celebrating five years!

 

Posted

Regeneration and recovery are both scaled to how far down the bar is; only reaching their maximum rates near the bottom of each bar.

To-hit and Damage are both modestly debuffed on the character if the character's health is low, and recharge and defense are both modestly debuffed if the character's endurance is low.


 

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Quote:
Originally Posted by Doctor Roswell View Post
Some of these, I'm sure, would generate more heat than others...
  • AoEs would affect everyone in their area of effect, not just enemies. Allies, civilians, everyone. You throw an exploding ball of fire into a crowd, you're not only going to hit the people who don't like you. Need to escort someone out of a mission? If the stalker has to turn of Hide, the fire tank has to turn off his damage aura. And the Titan Weapons brute needs to watch where he swings that thing.
  • Heroes should fight villains, and vice-versa. Thus, in my CoH, everyone could go everywhere, regardless of alignment. But if you were in a zone you shouldn't be in (a villain in a hero zone, for example), people who are "native" to that zone (heroes and vigilantes) could freely attack you like you were in a PvP zone. Only characters who were "allowed" to be in a zone could start fights; the interloper could fight back if and only if he or someone on his team were attacked, and only against the attacker or members of the attacker's team. Vigilantes and rogues would be considered "safe" in any zones (except PvP zones, obviously), but could only start fights in hero or villain zones, as appropriate.

    Being defeated by another player (not a critter) in a "wrong side" zone would send you to jail, not the hospital. At this point you could choose to bust out of your cell, or "do your time" by waiting 30 minutes (real-world minutes, not in-game minutes, so logging out would be an option).

    I'd remove certain features from zones on both sides to "encourage" (read: force) people to go into zones where they aren't welcome. Say, pull quartermasters from most redside zones so villains have to come to Paragon to do their shopping, and shut down Wentworth's in blueside zones so that heroes who want to trade have to visit the black market in the Isles.

    I'd also introduce a "secret identity" system that would allow characters to enter opposite-side zones unmolested -- an extra costume slot with vastly-reduced options (similar to Arachnos costumes, only all normal clothes) attached to a toggle power otherwise identical to Walk except that it wouldn't shut off "always on" powers or Brawl. And while it would prevent other players from being able to attack you, it wouldn't prevent critters from doing so. So if you toggle it off to use your powers to defend yourself from those Hellions that tried to mug you, you're now fair game to other players. Secret Identity would have a lockout preventing players from activating it while in the middle of a fight (maybe if you've attacked or been attacked by anything in the last sixty seconds, something like that) -- which means busting out of jail would leave you open to attack from other players again as you trashed the police station and fought your way through PPD.
  • Experience debt would be applied when you're defeated, then applied again if you went to the hospital -- medical care is expensive! Being rezzed by any other means (including your SG base) would remain "free." However, debt would all be the same again, whether you're in an instanced mission or not.
  • I'd apply the "giant monster code" to every enemy in a city or hazard zone. Maybe instanced missions, too, maybe not. Either way, under me there'd be no such thing as a "level 20-30 zone," only a "+0 - +2 zone" or a "-2 - +0 zone." Civilians walk around on the streets of Peregrine Island without dying -- why shouldn't a level 3 superhero be able to as well?

    Nothing would ever con grey, so theoretically, even stopping an Atlas Park purse-snatching would be "worth the time" for a level 50+3 incarnate.
  • Tips would only drop outside of instanced missions, and would always be specific to the zone in which they dropped, not only in terms of where the mission door would be, but in the sense that certain tip missions would only be available in certain zones (so maybe a Council-based tip would only drop in zones where Council normally spawn).
  • Speaking of drops, salvage would be enemy-specific. Want a Ritki Alloy? You'll only get it by fighting Rikti, and maybe Lost. Need a Mu Vestment? Find some Arachnos and take out the guys wearing them (so, Mu specifically, not crabs or widows or tarantulas). Looking for an Improvised Cybernetic? Those Freakshow over there are probably the guys to take one from.

    Combined with my "everyone can go everywhere" pseudo-PvP system, this could be especially interesting; maybe a villain is trying to get a specific kind of salvage by street-sweeping a type of enemy that only appears in a hero zone, and a hero shows up to thwart his nefarious scheme. ("I only need a few more rubies to build my death ray... what's that? Heroes, come to foil my plan!")
  • Knockback would cause additional "falling" damage based on the distance the target was knocked back. Powers with knockback would not have their damage scaled back to compensate. Thus, powers that do knockback, and Knockback enhancements, would be much more attractive choices, and enemies would be flying all over the place.
  • There'd be bigger differences between alignments, and not just in tip missions. Characters with different alignments would actually play the game differently. Heroes, being altruistic and more concerned with preventing a robbery or rescuing a kidnapped civilian, would see a larger reward at the end of each mission, but a smaller reward for defeating enemies within that mission. So clearing a map wouldn't be as good an idea as simply moving on to the next mission. Vigilantes, being more concerned with bringing the criminals to justice, would receive a smaller end-of-mission reward, but a larger reward for each enemy they defeat within the mission.
I like all these ideas.



 

Posted

An actual change that I would like to see but would alienate almost everyone?

Get rid of the following ATs entirely:

  • Tanker
  • Brute
  • Scrapper
  • Stalker
  • Defender
  • Corruptor
  • Blaster

Replace them with the following hybrids, named whatever the heck you want to call them, with any powerset available to either AT being available to the hybrid:
  • Brute/Tanker hybrid:
    • Brute base damage with Fury
    • 500% damage cap
    • Brute AT modifiers for defense, resistance
    • Melee set primary, defense set secondary to build full attack chains earlier
    • Brute base hp and Tanker hp cap
    • Brute (ie, ST) version of Gauntlet
    • Target cap for power "Taunt" raised to 10.
  • Scrapper/Stalker hybrid:
    • Stalker base damage modifier with current functionality of inherent criticals, both inside and outside of Hide
    • 500% damage cap
    • Stalker base hp, Scrapper hp cap
    • Melee primary, defense secondary
    • Hide added as an additional selection in the secondary (10 choices) available at tier 2.
    • Scrapper self-buffing modifiers
    • Assassin's Strike disappears, so the Scrapper primaries will remain as-is.
    • Assassin's Focus turns into an inherent toggle with 0 recharge and 0 endurance cost.
      • Assassin's Focus will increase your base critical chance by 10% (to 20% + 3% per teammate in range) on single target attacks and reduce it by 10% (to only the teammate bonus) on AoEs.
      • This lets you choose to selectively increase your ST damage at the cost of AoE damage.
  • Defender/Corruptor hybrid:
    • Corruptor base damage with full versions of both Scourge and Vigilance
    • 500% damage cap
    • Defender buff/debuff/mez modifiers
    • Support primary, ranged damage secondary
    • Power shuffling in the secondaries to get t3 ST blast by level 20 for the sets that have them appearing later
    • All t9 "nukes" are crashless (see: Fortunata Psychic Wail)

As for Blasters... there isn't a good way to stay within the concept (only do damage plus die a lot), so they just get to make a Dominator (control stuff and still do damage) or the new ranged hybrid instead. That's why I said to keep the full bonus from Vigilance (including the solo/small team damage bonus).

Since this affects every single "free" AT, I'm sure it would impact a huge number of players and offend almost all of them. But we have too many ATs that all do the same thing, and the only reason can come up with that many of them were created was because CoH and CoV were originally marketed as separate games and so they couldn't just revamp the "old" CoH ATs. I think it's a good idea, at least from a future-balance and team role standpoint, but it would never happen this late in the game because people are too attached to their characters.


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Originally Posted by PleaseRecycle View Post
it has gone from unconscionable to downright appalling that we have no way of measuring our characters' wetness.
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Originally Posted by Brillig View Post
It's hard to beat the entertainment value of Whackjob Wednesdays.

 

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Originally Posted by Memphis_Bill View Post
8. Origin story arcs.

Chain of 1-50 story arcs. Unlike epic ATs, though, they can't make much assumption about "why you are what you are" - your story is your own. This is less about WHY your origin is X and more "Why someone else is interested."

For instance, take Natural. You could be a human with superb training. You could be an alien from a race that farts fire. It doesn't matter - someone's interested in capturing and possibly cloning you - and once you beat them, you have to uncover their backers before THEY try getting ahold of you and either cloning or eliminating you.

Or magic, for instance. It can be inborn, it can be spell knowledge, it can be an artifact. It can be whatever you want. But, we have groups in game who are interested in seeing what makes it tick - or the mage-killers who just want to eliminate magic (not just some of the Rikti.) You have run-ins with these guys from 1-50.

Or they want to steal your tech, or duplicate (or reverse) your experiment, or cut you open and see what your mutation is and what they can do about it. It doesn't force anything about you or your bio - it's 100% the fact that it has interested one or more outside groups.

The groups would have to scale so you can go back and play the arcs even on an 8 year old level 50.
Isn't this a good thing? I'd love to see this implemented.

As for the evilest thing I can think of, I'd say making you outlevel non-Paragon Store IOs (which would be really evil once level 54 incarnate shift arrives )


 

Posted

Go back and add accomplishment badges to every story arc in the game.

Hmm....

Add a new, secondary experience system. By achieving certain goals or finishing certain tasks in specific, and goal/task appropriate, level ranges, a character earns "Achievement Points". Achievement points can be allocated to powers to improve or alter them in unique and interesting ways.

There'd be about ten of these, and one would have an opportunity to earn them about once per five-level range band. A level 50 character with all ten achievements would be noticeably more powerful and more flexible than one without.

If one levels past these achievement opportunities, there's no possible way to go back and get them; e.g., doing the tasks via Oro would get any associated badges and such, but would not count as a "worthy achievement".


 

Posted

Quote:
Originally Posted by Zyphoid View Post
I will never understand the idea of nerfing, or how it creates more fun. :/ The game can be made more difficult w/o taking away things people enjoy.
Because the ATs (let alone powersets within the ATs) are not balanced power-wise making something more difficult for those at the higher end, only makes it that much more difficult + the difficulty they had before which is not fun either. This leaves the designer two choices nerf (for those with more power) or increase power (for those with less). Both have pluses and minuses. Increasing the power of those with less instantly reduces the difficulty of everything forcing you to increase the difficulty across the board. Most most don't complain about more power. Nerfing targets those with more power alone. But, risks the user's ire.


/whereami:

 

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Quote:
Originally Posted by Radionuclide View Post
Because the ATs (let alone powersets within the ATs) are not balanced power-wise making something more difficult for those at the higher end, only makes it that much more difficult + the difficulty they had before which is not fun either. This leaves the designer two choices nerf (for those with more power) or increase power (for those with less). Both have pluses and minuses. Increasing the power of those with less instantly reduces the difficulty of everything forcing you to increase the difficulty across the board. Most most don't complain about more power. Nerfing targets those with more power alone. But, risks the user's ire.
Specifically, this is what ultimately got the game's original "points buy" character build system chucked out the window. The development team eventually realised that people who knew what they were doing could create absurdly overpowered characters while people who weren't that learned could create essentially crippled ones. This created such a massive gulf of power between large sections of the testing population that balancing content was practically impossible.

They introduced Archetypes and Powersets partly to curtail character power by limiting what selection of powers a character can have and partly to force people to take at least the bare essentials for a functional character. That, or at the very least bluntly suggest it by lumping those powers into the powersets you've already chosen.


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

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Quote:
Originally Posted by Samuel_Tow View Post
Seems to me there are two kinds of "suggestions" showing up here: people who genuinely want specific changes but know that implementing them would be disastrous and people intentionally suggesting changes they don't want just to think of the worst thing they could come up with. For what it's worth, I get the feeling Bill was after the former.
I am not so sure. I think you are right, but I am not sure. My list was full of things I would honestly like to see in the game. They are also things that looking back are mostly buffs (there was the one brute nerf) or environmental hazards.

I however agree with Mental Giant, some of these people are serous, and would like to see the game depowered/nerfed. For the life of me I can't figure out why, and I am not kidding I really can't. Bill attempted to explain it with ED and GDN, but those were balances for features that improved the game.

I think there are people honestly angry that blasters can soft cap. Like it ruins the game for them in some way.

Full disclosure here: I really disliked the last round of stalker buffs. I thought they over powered the stalker. In my mind somehow the stalker buffs hurt my beloved scrapper. I was WRONG. What it did was make stalkers fun to play.

This is a SUPER hero/villain game, the idea of over powered shouldn't even be considered. All we should consider is the environment being underpowered. People keep worrying about power creep, when what they should really be doing is requesting a larger range to the difficulty slider. This way those who want it harder can make it harder, and those who want to blow off steam by dropping judgement on a bunch of gray LTs and Bosses and exploding them into a fine mist can.

We are just now, after 8 years of this game, starting to come into the power range of some of the NPCs and some comic book heroes. Guess what, I LIKE that, I am not alone.

/rant

Ardrea, despite my rant, I agree with your free thinking post. It is just that to date we go through these trends on the boards were people start nerf herding.Statesman and Geko were nerf happy any way, so a lot of things happened that should not have. Fear on burn anyone? I don't think the current team looks at the game the same way, burn being fixed after it was broken is a good example. I had no intention of criticizing anyone when I joined this thread. For some reason something just struck me the wrong way.

Sorry Memphis_Bill, I broked it. However there were some very cool ideas in here that have nothing to do with Recharge or Defense nerfs that look really fun!


Types of Swords
My Portfolio

 

Posted

People would probably love me and hate me if I were a dev with any actual say-so over the game. Some of my least popular actions would probably include things like:

1) I would make almost all missions timed missions. It boggles my mind that someone is kidnapped, six months later you "rescue" them, and that's considered a success. If I had my druthers, everyone would log off with practically a clear mission board. Or else when you log back in the next day, it would be cleared for you. (With no experience or rewards, of course.)

2) There would be more things you have to figure out. It wouldn't make every mission a chess match, but there would be puzzles, riddles, and other things that keep the game from being just a button mashfest.

3) I would crack down on farming. For one thing, I would immediately reinstate the original AE rules of create a farming arc, not only does your arc get nuked, but you lose that AE slot as well. I would also constantly datamine to find out which missions/task forces/arcs are played the most and evaluate whether they're tilted too much in providing rewards without enough challenge.

4) I would make drop rates vary according to availability and price on the market. If Superior Widget enhancements are selling for a billion influence on the market, they'd start dropping like candy. If Ragweed Spore salvage is selling for 10 influence, they would hardly be dropping at all. The in-game rationale for this is simple economic supply and demand--if Superior Widgets are selling for a billion influence and I'm the company making Superior Widgets, I'm probably going to start making a lot more to sell. Likewise if I'm not making any marginal income on Ragweed Spores, it's time to choke off supply and increase my margins. The out-of-game rationale for it is to make sure the market doesn't get out of hand. Everything doesn't have to be equal, but everything should be obtainable without a massive bankroll.

5) I would revamp PvP completely in a way that a lot of people who liked the old systems would probably hate, but that would hopefully draw more players in.

Most PvP wouldn't involve your characters at all. Maybe your character models, but not your literal powersets, enhancements, etc. I would have almost all PvP work kind of like gladiator matches do now. You pick predefined and extremely balanced avatars to be your character in a PvP zone or arena match. For example, you could pick Generic Blaster A to be your avatar. Generic Blaster A has a specific powerset and enhancement profile. It could have your costume to wear so it looks like you but isn't literally you. (Well, "literally" in the sense of your in-game character.) Someone else who picks Generic Blaster A would have the exact same build-out as you. If they pick Generic Blaster B, they would have a different build-out, but they didn't get to pick the exact powersets or enhancements that are slotted for it, and it would be guaranteed to be comparable to your build-out so that both players start on an even play field.

I might retain an arena game type and/or a zone without badges or other zone events in which it's "anything goes"--players could come in with their build-outs and have at it with no suppression, diminishing returns, etc. There wouldn't be anything else in the zone, so no PvEers need concern themselves with going in there for any reason; just a big scoreboard that tallies up the defeats.

I would datamine PvP results to detect whether predefined build-outs are too powerful or not powerful enough. I would set up a cron job to run once every week or so to make minor automatic tweaks to the build-out numbers, with the possibility of making manual adjustments as bigger issues arise.

6) The good news: I would combine a lot of the different existing currency types, such as Incarnate Shards, Threads, Merit types, etc. The bad news: I would probably introduce a new currency type every issue or so. The new shinies would use the new currency type until the next issue rolls around, at which time the old currency could be used instead and yet a new currency type would be released for the next new shinies. The idea is that on day one, people would have to go out and earn the new shinies. Eventually, though, if they've built up enough currency from past missions and whatnot, they could propagate it to all of their characters at will without having to do the same thing over and over and over again.

7) Supergroup rankings wouldn't be by prestige earned. I would probably keep the exact mechanics a closely guarded secret, but it would involve some weighted score based on prestige, number of members, total base cost, total cumulative time members have been online, etc. In other words, you couldn't just farm your way up to to top slots, you'd actually have to be doing stuff.

8) I would change the LFG queue system. I don't know how exactly yet, I'd need to put more gray matter to it, but undoubtedly people who like the system as it exists now would be mad. I would put heavier emphasis on automating things to the point of pushing a "Find Me Something To Do" button and also would probably reward PUG groups more than closed groups.

9) I would put some kind of significant reward in for people who have never switch alignments. Way back when the alignment system was introduced, I pitched this heavily, calling such characters "paladins" (though unlike the D&D connotation of the word, there would be "evil paladins" as well). The thing is, right now, there is every incentive for your characters to switch sides even if it would be grossly against that character's morals, and basically no incentive other than losing a minor power for a couple of weeks. Switching alignments, in my opinion, should be very serious business, and should have consequences. I'm sorry, but I just don't think that a "redeemed" hero should be held in the same circles as a hero who has never strayed from the straight and narrow. (Or by the same token, that a "fallen" villain should be as feared and reviled as someone who has never displayed so much as a shred of goodness.)

I would institute some kind of paladin bonus system where people who stay true to their alignment perhaps have a badge or visible indicator tagged to their name or target reticle and are rewarded for it. If you stray, you permanently lose the badge and/or visual indicator as well as taking a ding in the bonus. If you switch again, your "paladin" score permanently takes a hit again. Eventually, you permanently lose any kind of bonus at all, which represents your character basically being bipolar and unable to function completely in either the world of good or evil.

Probably more stuff I haven't thought of yet, I'll post it as I can think of it...


We've been saving Paragon City for eight and a half years. It's time to do it one more time.
(If you love this game as much as I do, please read that post.)

 

Posted

1: Defense set bonus scaling. Tanks get the highest resist/defense with Stalkers and Blasters getting the least off of the set bonuses.

2: Damage set bonus scaling. Tanks get the least out of them, while Stalkers and Blasters get the most.

3. Blasters get a new inherent where they get a temp "ranged and aoe defense bonus" for every enemy they kb/kd. Let it stack.

4. Set brute resist caps @ 75%.

5. Black Pebble stops Zwillinger from ever telling us about new things, nor hinting at them until they're live.

6. Scrapper's get a new inherent: A gold star appears over there head anytime something gets defeated and they're the ones that did the most damage. Even if they didn't get the killing blow.

7. Clown mastermind pets that would only play tricks/ jokes and pranks on your team mates and would ignore foes.

8. A 1% chance that anytime you're defeated you're character will be locked permanently. You can still grab their "loot", but you can never play them again.


Now, would I seriously do any of these things? No comment.


Throwing darts at the board to see if something sticks.....

Come show your resolve and fight my brute!
Tanks: Gauntlet, the streak breaker and you!
Quote:
Originally Posted by PapaSlade
Rangle's right....this is fun.

 

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Quote:
Originally Posted by TonyV View Post
Most PvP wouldn't involve your characters at all. Maybe your character models, but not your literal powersets, enhancements, etc. I would have almost all PvP work kind of like gladiator matches do now. You pick predefined and extremely balanced avatars to be your character in a PvP zone or arena match. For example, you could pick Generic Blaster A to be your avatar. Generic Blaster A has a specific powerset and enhancement profile. It could have your costume to wear so it looks like you but isn't literally you. (Well, "literally" in the sense of your in-game character.) Someone else who picks Generic Blaster A would have the exact same build-out as you. If they pick Generic Blaster B, they would have a different build-out, but they didn't get to pick the exact powersets or enhancements that are slotted for it, and it would be guaranteed to be comparable to your build-out so that both players start on an even play field.
I wouldn't mind something like this as an addendum to the current PvP (or any) system. Pick an AT, the powersets, apply some base stats (enhanceable by insps and other items only available in the PvP zone (or Arena) and let 'em have at it. Have them exemplar to the appropriate zone level or level set by the Arena participants.

Basically, create-a-mon (at the safe zone) and let them duel it out. This allows players to duel with any AT and powerset without having to worry about leveling and slotting.


Apparently, I play "City of Shakespeare"
*Arc #95278-Gathering the Four Winds -3 step arc; challenging - 5 Ratings/3 Stars (still working out the kinks)
*Arc #177826-Lights, Camera, Scream! - 3 step arc, camp horror; try out in 1st person POV - 35 Ratings/4 Stars

 

Posted

Quote:
Originally Posted by Zyphoid View Post
I think there are people honestly angry that blasters can soft cap. Like it ruins the game for them in some way.
I don't mind that Blasters can soft-cap. I mind that BECAUSE Blasters can soft-cap, that much more is expected of my Scrappers and my Brutes, content is made harder then I, too, am forced to soft-cap, which is a process I HATE, as you may have noticed. The reason I keep calling this "power creep" is because as the "average" character grows stronger, content grows harder and it more or less forces me into activities I don't enjoy. If Inventions had never been added to the game, I'd have been a lot happier, because "loot" has never enhanced my enjoyment of a game.


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

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Quote:
Originally Posted by Mental_Giant View Post
I understand that, but more than half of these ideas seem serious.
They *are*.

Mine certainly was, namely, Diminishing Returns in PvE. In fact, it seems to me most of the suggestions in this thread targeting 'over powered' facets of the game would be taken care of with DR in PvE.

If it were impossible to decisively 'soft cap' your toon permanently, e.g., then the Devs wouldn't have to have foes that jump through game mechanics hoops to try to find ways around the soft cap, like irresistible damage gimmicks.

It's a perfectly sane and good game mechanic. But would be immensely hated, hated, hated by all those who've grown comfortable hitting soft caps and damage hard caps and perma-ing everything and never running out of End.... all on the same toon. If people don't think that's OP... they should have their forum privileges revoked, which is something I'd do if I were king of Paragon Studios: "Sorry, but you're too invested in being over powered to be trusted to ever give meaningful feedback, so, we're shutting off your mic, kthxbye."

You know those folk are mentally ignored anyway.


((Yes, I feel your anger and hate... It gives me *pleasure*!))


Speeding Through New DA Repeatables || Spreadsheet o' Enhancements || Zombie Skins: better skins for these forums || Guide to Guides

 

Posted

Quote:
Originally Posted by Zyphoid View Post
I however agree with Mental Giant, some of these people are serous, and would like to see the game depowered/nerfed. For the life of me I can't figure out why, and I am not kidding I really can't.
As a 49 do an ITF with 7 50+3's. If you've got an armor set, toggle it off and see if just the destiny spam can still cap you. If you've got a crashnuke, well, you've lost already.

Some people have a concept of "too powerful". Incarnate abilities in non-incarnate content pegs the power meter.


 

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Quote:
Originally Posted by Zombie Man View Post
They *are*.
Mine certainly were. I really dislike how the systems I address work in this game and feel they owe their existence more to tradition and technical limitations than to design that's best for the game.

I had something else in mind, but I seem to have forgotten.


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Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

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Unannounced Zone Event

Gigantic Anvils and Toilets rain down from the Heavens everywhere in a random zone.

Being struck causes instant perma-death and automatic deletion of the now deceased character.


 

Posted

1. NUKE ALL THE BASES.

This would be done to remove the outdated system that seems to be the reason why we can't have nice things. Every item would get converted back to 2x it's prestige cost.

Then unveil a new system built from scratch that you can work with.

Yes, many awesome amazing bases will be exploded, yes you'll have to rebuild everything, but it'll be USABLE and UPDATE-ABLE.

Also, I'd introduce a system for SG buffs based on participation, giving you a REASON once again to be active in your SG.

2. Negate some of the redundant transit systems.

How many ways do we need to get to PI from Atlas?

TUNNEL would be the new entrance points to Pocket D, which would get an overhaul. This fits the lore more, as well as gives us an opportunity to maybe have a VIP player only room in there for the servers who use it for a Itrial meeting zone.

QoL bloat is still bloat.

3. 2 issues would be spent MERELY FIXING THE BACKBURNER BUGS. I'd appoint a team of programmers who would make a comprehensive list on the forums of bugs to be fixed, and each time one is done, it's noted.

We can deal with 8 months of the same content, considering we have the SSAs now. Once those are done, content boost.

4. Penalties for not fighting the GM's and / or Invasions.

However I would seriously UP the rewards these things give by at least 10x.

5. AE would be POLICED.

You make a farm, you get temp banned.

You make an awesome story, you get shouted out by the citizens on the streets.

You make ALOT of farms, you are sent to the cornfield.

You make ALOT of awesome stories, well I think boosts from reviews could happen.


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I think we will just have to agree to disagree. What we have are players who desire to be at different levels of the Comic Book Super scale. Some want street level, some want cosmic level. That is where the disconnect is.

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As a 49 do an ITF with 7 50+3's. If you've got an armor set, toggle it off and see if just the destiny spam can still cap you. If you've got a crashnuke, well, you've lost already.

Some people have a concept of "too powerful". Incarnate abilities in non-incarnate content pegs the power meter.
No, I don't think it is over powered, because I played the game for 7 years w/o that level of power. Where I felt like my characters would forever be stuck as second and third string heroes. Now after all this time I am being given the choice to have the power of a first string character. You have the choice not to play with those people, or to not use those powers. Isn't choice an awesome thing? Yes there are people who choose to play that way, I am not one of them. I have nothing against those who do, until they tell me I should also play that way.

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They *are*.

Mine certainly was, namely, Diminishing Returns in PvE. In fact, it seems to me most of the suggestions in this thread targeting 'over powered' facets of the game would be taken care of with DR in PvE.

If it were impossible to decisively 'soft cap' your toon permanently, e.g., then the Devs wouldn't have to have foes that jump through game mechanics hoops to try to find ways around the soft cap, like irresistible damage gimmicks.

It's a perfectly sane and good game mechanic. But would be immensely hated, hated, hated by all those who've grown comfortable hitting soft caps and damage hard caps and perma-ing everything and never running out of End.... all on the same toon. If people don't think that's OP... they should have their forum privileges revoked, which is something I'd do if I were king of Paragon Studios: "Sorry, but you're too invested in being over powered to be trusted to ever give meaningful feedback, so, we're shutting off your mic, kthxbye."

You know those folk are mentally ignored anyway.


((Yes, I feel your anger and hate... It gives me *pleasure*!))
I enjoy those game gimmicks. I guess today I am glad that you are not King of Paragon.

Over powered is a matter of perception. The same people who call for nerfs, will complain about the game being too hard the following week. I like the game as it is, and I want more of what they are doing now.

Well, I want my list of things too, but I am pretty sure I can still enjoy the game if I never get the things on my list. Well, my list from this thread, I would really like the game better if I get the items I listed in the costume thread.


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Originally Posted by TonyV View Post
...
5) I would revamp PvP completely in a way that a lot of people who liked the old systems would probably hate, but that would hopefully draw more players in.

Most PvP wouldn't involve your characters at all. Maybe your character models, but not your literal powersets, enhancements, etc. I would have almost all PvP work kind of like gladiator matches do now. You pick predefined and extremely balanced avatars to be your character in a PvP zone or arena match. For example, you could pick Generic Blaster A to be your avatar. Generic Blaster A has a specific powerset and enhancement profile. It could have your costume to wear so it looks like you but isn't literally you. (Well, "literally" in the sense of your in-game character.) Someone else who picks Generic Blaster A would have the exact same build-out as you. If they pick Generic Blaster B, they would have a different build-out, but they didn't get to pick the exact powersets or enhancements that are slotted for it, and it would be guaranteed to be comparable to your build-out so that both players start on an even play field.
...

I've always said that when i13 launched they shouldn't have done the PvP changes that they did.

The issue with PvP to me was that you "had to have" certain powers/a certain build to even think of being competitive. Well they did 1 thing right in i13; multiple builds for a toon. With that I could have made a PvE build and a PvP build.

But with all the pvp changes and what not, meh...not worth it. I really dislike the kite-pvp that is CoH it seems. I even tried it out (year or two ago now) with some people on the test server where everyone could be have an awesome build....still people with SS/SJ, etc just jumping around and following x target. Meh...just not for me.


So after all of that, yes I like your idea; that's why I enjoy FPS games like Quake, Unreal Tournament, etc...everyone has x health, armor, etc...everyone has the same chance to get the x gun that always does y damage.



*then again I'm a sniper at heart so maybe that's why I don't like CoH pvp...no *BOOM* HEADSHOT! *


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Let's see...

I would do everything the playerbase has been asking for: better PvP, better Bases, updated AE, more enhancement slots, update everything... then on patch day, announce the game was being canceled and unplug the servers.

Win.


-STEELE =)


Allied to all sides so that no matter what, I'll come out on top!
Oh, and Crimson demands you play this arc-> Twisted Knives (MA Arc #397769)

 

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Originally Posted by Aura_Familia View Post
*summons Arcanaville* muahahahahha.
There's a lot of things I would do *except* for the fact they would piss off the playerbase, and as a dev I would not advocate doing things just because I want them if the playerbase didn't.

But the one thing I can guarantee I would do as a dev that at least *some* of the playerbase would hate me for is that I would make the critters smarter.

Much, much, much smarter. Or at least apparently so enough so as to be basically indistinguishable from that.

Its something I've put a lot of thought into. Whatever else they had me working on, this is what I'd be working on all of the rest of the time. My metric for success here is when multiple players posted on the forums "I've wanted the critters to be smarter for years, but not *that* smart."


Its probably easier for me to think of what I would do if I was the design lead that would make all the *devs* hate me rather than the players. I would institute one global design rule: everything has to make sense. Story has to make sense, plot has to make sense, rewards have to make sense, power design has to make sense, all the balancing metrics have to make sense. I'm a stickler for sanity checking everything twice, and my threshold for consistency is astronomically high when its my call to make.


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