What did you add?


Adeon Hawkwood

 

Posted

Quote:
Originally Posted by Aett_Thorn View Post
Tundara and I waged a three-year war to get Ice Melee fixed.
I will also say I pushed for that a lot. Never finished. I still was pushing for single target damage improvement.

Many went a bit "you overdoing it" when I proposed foot stomp level damage for Frozen Aura. We got it.


 

Posted

I was partially responsible for Regen getting regen debuff resistance and Resilience's damage resistance spread across all types.

I also named the Targeted AoE set we would have gotten in i24.

I might have had something to do with Spines getting a buff in i24 as well.

That's all I'm aware of.


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

Posted

I can't really brag about having accomplished anything, for as many posts as I have. About the only thing I can take solace in is holding the game's writing to task and letting nothing slide unwarranted, without going whole hog and just announcing the game's story to be garbage like others have. I've always felt like City of Heroes could be a great epic if only our writers would stop trying to shock us and just told basic, solid stories.

And to be honest, for as pissed off as I was I18-I21, a lot of what's taken part in I22 and I23, and what I've seen of I24 made me excited for the future. It finally seemed like our writers "got" it and started putting as much care and attention into the game's narrative as they did in mission scripting and costume design. But even at its worst, City of Heroes still had a better story than damn near any other MMO I've seen.


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.

 

Posted

Quote:
Originally Posted by Samuel_Tow View Post
But even at its worst, City of Heroes still had a better story than damn near any other MMO I've seen.
Got to say... "Defeat the boss and his 100 minions hiding in the warehouse" may be the most generic of missions in this game, but beat "go kill 1000 or so timber wolves until you find one with fangs... I need 3 fangs"


 

Posted

Quote:
Originally Posted by Starsman View Post
Got to say... "Defeat the boss and his 100 minions hiding in the warehouse" may be the most generic of missions in this game, but beat "go kill 1000 or so timber wolves until you find one with fangs... I need 3 fangs"
Yeah, and the real truth of the matter is that's never how missions in City of Heroes were presented. Even when "Defeat Boss" and "Click Glowie" were the only objectives the game supported, you were never really sent to just "cull their population" or "gather ingredients." It was always that the 5th Column have invaded an office building and are brainwashing the people there, or the Skulls have picked a war with the Hellions and it threatens to spill over in the streets, or the forces of Vahzilok were planning to poison the city's water supply. Even if the mission came down to "defeat all," it was still presented as a story.

Missions in other MMOs - and I include most in Guild Wars 2 aside from "personal story" ones - tend to be menial tasks. Goblins are causing someone problems, so you go cull their number. Someone's ore transport cart turned over into the creek and giant frogs ate it. Go kill giant frogs. Someone has a contract to hunt kobolds, so go hunt kobolds and he'll help you. There's no story behind it, it's just busywork because an NPC needs you to do it. There's no story-relevant revelation, no plot advancement and above all else - nothing interesting. It's just work.

I'll be the first to admit the over-booked nature of SSA1 and its contemporary content didn't sit well with me. Too much hand-holding and too intrusive of a storyline that put the actual game second. But even that got better as we gave feedback on it, and even that wasn't as bad as no story at all. When a game is reduced down to just pushing buttons and punching dudes for no reason, I stop caring relatively fast. Pretty much once I run out of visuals that interest me, which I've yet to find in a Fantasy MMO anyway.


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.

 

Posted

Now that I think of it, I was one of several players instrumental in getting the taunt duration on ported sets for tankers fixed.

Now that Fitness is inherent, Willpower is a lot less attractive for tankers than it used to be. I wonder if there was ever any plan to remove the aggro penalty from Willpower.



<《 New Colchis / Guides / Mission Architect 》>
"At what point do we say, 'You're mucking with our myths'?" - Harlan Ellison

 

Posted

There have been a lot of things I've suggested that made it into the game either directly or indirectly. Since there were far more I suggested that never saw the light of day, and since I was never doing it for credit in the first place, I've largely forgotten what they were.

I'll take credit for originally suggesting the brain jar and bubble helmet though. Way back in Sexy Jay's original costume request thread.


"Null is as much an argument "for removing the cottage rule" as the moon being round is for buying tennis shoes." -Memphis Bill

 

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Back in 2008(When I use to almost live on this game) I got a gig as a City of heroes correspondent for MMORPG.com. I was only able to write one article, because not long after I got news of my wife being pregnant and a new job was on the horizon.

I had some great advanced aarticles set up about COH/V, but alas it wasn't meant to be..

It felt so good to be a correspondent and enriching the world of the existence and thriving community.

Here is a link to the site: http://www.mmorpg.com/gamelist.cfm/game/3/feature/2112


NCSOFT may take away our servers and beloved dev team, but they can't break our spirit and community. with all your power, NCSOFT, your victory will be bitter-sweet. I, personally will be there to laugh at you when you face-plant into the ground.

 

Posted

To the best of my knowledge, not a damn thing.

All my contributions were out of game, although when they did the poster contest and someone snuck me in as the director on their poster, to see myself immortalized in-game was a tremendously satisfying experience.

Michelle
aka
Samuraiko/Dark_Respite


Dark_Respite's Farewell Video: "One Last Day"
THE COURSE OF SUPERHERO ROMANCE CONTINUES!
Book I: A Tale of Nerd Flirting! ~*~ Book II: Courtship and Crime Fighting - Chap Nine live!
MA Arcs - 3430: Hell Hath No Fury / 3515: Positron Gets Some / 6600: Dyne of the Times / 351572: For All the Wrong Reasons
378944: Too Clever by Half / 459581: Kill or Cure / 551680: Clerical Errors (NEW!)

 

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That I'm aware of?

Graphics changes.

LONG fight to get Sonic Dispersion shield graphics changed (and not just me, I just made it a point to keep making noise about it) so that people wouldn't quit playing because it kicked their migranes off.

And a short thread, by comparison, that was immediately picked up on by Tunnel Rat when Barrier looked to be doing the same thing.

Though I still get warm fuzzies when I think of having a redname thank me for writing the AE tutorials (still in guides... probably fairly out of date) while that was in beta.


 

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I suggested that buff icons blink or fade just before they end as a kind of warning, and it was added within about 6 weeks.

Probably coincidental timing, but I always felt like they did that because of me.


"If this is to be our end, then I would have them make such an end, as to be worthy of remembrance."
In-game at @AYB
Check it out: http://youtu.be/gAJlQ6o8p9g

 

Posted

Quote:
Originally Posted by Ironik View Post
I think Arcanaville is the only player acknowledged in the GR credits.
I like to think everyone in the GR credits are players.


Thought for the day:

"Hope is the first step on the road to disappointment."

=][=

 

Posted

I'm convinced I contributed the idea of repeatable missions in the Rikti War Zone.

In the long, dry content spell between the release of i6 (CoV) and i7 (last ten levels of CoV), players made a lot of suggestions for things like zone revamps. I remember my first post, a very long explanation of a Zigguraut Trial, being along those lines. (While we were to get a Zig Breakout event in i24, it didn't have much in common with what I suggested other than the theme.) Several people suggested revamps of what was then the Rikti Crash Site. Many of them contained ideas about a trial or task force in which heroes fought a Riktified Hero One, which was eventually realized as the Lady Grey Task Force. The idea of defeating pylons within a certain amount of time to raise the shield covering the crashed Rikti ship was also a player idea that came out of those threads.

For my part, I wrote up a fairly simple story arc about slowing the Rikti war machine, but I also suggested that the Crash Site gain a source of repeatable missions. Rather than using something like the then-new newspaper mission system, though, I suggested the mission granter be a Longbow agent. (Keep in mind that the Crash Site was a hero-only zone at the time, and Vanguard was not yet an active faction in the game.) I even listed some of the missions the contact would grant, a selection of hunts, defeat boss tasks, and the like. A year and a half later, we got the Rikti War Zone, featuring Borea, who grants repeatable missions, including a selection of hunts, defeat boss tasks, and the like. Coincidence? You be the judge!


"Bombarding the CoH/V fora with verbosity since January, 2006"

Djinniman, level 50 inv/fire tanker, on Victory
-and 40 others on various servers

A CoH Comic: Kid Eros in "One Light"

 

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I remember posting a suggestion in one of the costume threads- I suggested modifying the magic bolero to make a unisex robe, and doing a Chinese Imperial version.
Well, they never did a unisex version, but we all know about the Chinese Imperial costume pack!
I dunno if somebody filed that idea of mine away for future use, or if great minds just think alike.


A (Golden Gate) Bridge Too Far- arc 299315
Crazy NIMBY's, Railroad robber barons, and kickboxing Engineers, Oh My! Go back in time and join the fight to save a San Francisco icon!

 

Posted

The closest I think I ever got was a commitment from Castle, sometime around I7, to look into why Patron Pool mezzes for Corruptors had 32-second base recharge times. I pointed out that this was inconsistent with similar Epic Pool powers for Blasters and Defenders - only Tankers and Scrappers had 32-second base recharge times on mezzes included in their Epic Pools.

I believe this was back when he was the assistant powers guy, presumably still reporting to Geko.

Castle agreed that this sounded like an oversight (I think he specifically said he thought it was a "bug"). Unfortunately, nothing ever actually came of it. I don't know if he never got around to it, or he did, and the team decided it should stay as it was.

I sent a new query about it a couple of years back, when Castle was lead Powers guy, but never got a response.

It was a very small thing in the scope of the game, but it always seemed ... asymmetric to me.

I had been meaning to ping the new powers team about it for a while now. I really imagine they would have been open to such a change. Oh, well. "Never do tomorrow...", eh?


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

I can't take sole responsibility for this by any stretch of the imagination but...

I was one of the first players to create a character designed to use a staff. In February 2003, I joined the pre-beta CoH forums and created the staff wielding vigilante Charon. Apart from a character named Blue Bolt (I'm not sure if this guy is around anymore) mine is the only character I can remember who was almost solely designed around the use of a staff as a weapon in those early pre-beta days.

I got into CoH beta a year later, in about February/March 2004, and saw that there was no way that I could create the character as I envisaged him. I sent a PM directly to Statesman asking if there were any plans to put a staff powerset in the game and, if not, basically begging that they consider it. I got a reply, in which he said there was no plans to put a staff powerset in for launch, but that it was on the drawing board for, and I'm paraphrasing, 'some time after launch'.

So I waited. And waited. And waited. And rolled Charon first as an SS/Inv Tanker (he was always designed as more of a street fighter and back then MA was very 'showy') and then finally as an MA/SR, the sets he hit 50 with. Then Street Justice came along, but by then Staff had finally been announced so I waited to re-roll.

Eight years after I sent that PM to Statesman, my gaming computer exploded and I didn't have the cash readily available to replace it. The next week, staff went live. Last week, it was announced the game got shitcanned. I have never played the staff powerset.

It must be karmic retribution for something.

EDIT: Perhaps karmic retribution for finding a loophole in the forum profanity filter?


 

Posted

I like to think that some of my complaining helped to bring about Reward Merits. As a solo player, I vented that for a lot more time investment, I was getting "piddly SOs" for completing arcs, while others were getting recipes from running task forces. I thought merits were great to help equalize things.

I also chimed in with the idea to add extra damage to Vigilance for defenders, depending on team size. The idea was tweaked some, but I think I was one of the first ones (in a lengthy thread) to suggest that.


Suggestions:
Super Packs Done Right
Influence Sink: IO Level Mod/Recrafting
Random Merit Rolls: Scale cost by Toon Level

 

Posted

Quote:
Originally Posted by Dr_Darkspeed View Post
Just curious, but what do people think they suggested that actually made it into the game?

Scaling Resistances on SR passives and I suspect I contributed toward Defense Debuff resistance.

I remember a PM I sent a long while back around I4-I5 to suggest improvements for SR. One of the ideas I mentioned was its lack of resistances and how you could go from living to dead in a heartbeat due to defense crashes and this lack. One thing I distinctly remember suggesting was a sort of roll with the punches idea where the more damage taken, the more resisted to give the defense a chance to kick back in.

Suffice to say I was happy when it came to be, even if it had been planned long before I even suggested it.


Now! This is it! Now is the time to choose! Die and be free of pain or live and fight your sorrow! Now is the time to shape your stories! Your fate is in your hands!

 

Posted

Quote:
Originally Posted by Flea_Mark_Evil View Post
Scaling Resistances on SR passives and I suspect I contributed toward Defense Debuff resistance.

I remember a PM I sent a long while back around I4-I5 to suggest improvements for SR. One of the ideas I mentioned was its lack of resistances and how you could go from living to dead in a heartbeat due to defense crashes and this lack. One thing I distinctly remember suggesting was a sort of roll with the punches idea where the more damage taken, the more resisted to give the defense a chance to kick back in.

Suffice to say I was happy when it came to be, even if it had been planned long before I even suggested it.
Rolling with the punches suggestions probably influenced that mechanic, but I was told way back when it was created that the conceptual idea was that as the SR scrapper got low in health, their reflexes got so fast that time seemed to slow down for them, making the amount of damage they were taking seem slower and giving them more time to act.

That same connection between SR and perception of time also seems to have leaked into Martial Arts via the Martial Combat secondary for Blasters which has a similar idea just not tied to health.


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Posted

I've suggested many things over the years, and some of them have seen the light of day. It's highly unlikely that I was the only person to give them those ideas, heh.

It's possible that I gave Sean Fish aka Manticore the idea to settle Ms. Liberty's Jessica Cole/Megan Duncan naming kerfluffle once and for all by giving her both names.

I was writing a fan-fic at the time that prominently featured Ms. Liberty and I felt that I really needed to have her name nailed down. After beating the horse way past "mostly dead", I announced that I was ready to go beat on other dead horses and that as far as I was concerned, her name was "Jessica Megan Duncan" and the deal with the confusion was just that she preferred to use her middle name as her given name, as a mild sort of rebellion and a way to create her own identity for herself.

A few days later, Manticore answered a question about her name in the Canon Fodder thread by saying pretty much the same thing.

Now, people who go by their middle names are not especially uncommon. I'm one of them. It was an obvious solution that allowed an answer without creating an outright contradiction for either name. There's no particularly good reason to think that Manticore had not already come up with that solution and just had not had any occasion to mention it on the forum.

To illustrate just how "not unique" the idea is: In my still-unfinished and never "published" story, Alexis refers to Ms. Liberty as "Jessie", prompting her daughter to correct her and remind her that she preferred "Megan". In Manticore's answer, he mentioned that Miss Liberty prefers to refer to Ms. Liberty as "Jessie", much to her daughter's annoyance. Obvious ideas following from obvious ideas, without it having to have come from an outside source.

So, maybe I influenced it or maybe it was just great minds working on similar paths. I'm just glad that we finally got it settled, heh.


 

Posted

Pfft,

Look at all these pikers posting away.

You all know this game was built to cater specifically to me. Don't even try to deny it. I'm responsible for everything.



Semi-seriously, my first character from back in the I2, pre-weapon-customization days, was a war-mace tanker whose RP was that she was wielding a wrench. Her memorable war-cry was a hearty "Lemme adjust those nuts for ya!" I'll never know for sure whether or not that prompted the wrench when we got customized weapons, but I'll always believe that the wrench was just for me.


Statesmonkey Sez: Lighten up! It's a game, for Lincoln's sake!
Also: Six years of casual play begins to look an awful lot like one year of hardcore play.

 

Posted

Bah, nada. This whole shutdown thing happened before I could talk Synapse into buffing EM, Sonic Resonance, and Necro.


Murphys Military Law

#23. Teamwork is essential; it gives the enemy other people to shoot at.

#46. If you can't remember, the Claymore is pointed towards you.

#54. Killing for peace is like screwing for virginity.

 

Posted

I had the idea to scale enemies to the level of the mission owner.

We were discussing how to stop power-leveling and I suggested everyone be either equal to the mission holder or at -1 and then everyone can help.


 

Posted

I'm far from the only one who talked about it, but I'm sure the Paragon Rewards program that evolved from Veteran Rewards was at least somewhat inspired by discussions I took part in.

There are a few things that were oddly timed that I never posted directly about here but was basically "fanfic" on my super group message board. Shortly after Issue 11 was released, I made up an faux announcement for Issue 12, in which Doctor Brainstorm's experiments caused players to be able to respec their power sets and to choose sets that weren't initially available to them (I REALLY wanted Energy Melee for Scrappers, by the way). A few weeks later, BAM... Issue 12 is announced, Doctor Brainstorm's experiments result in Power Set Proliferation.

(I also wrote a Doctor Brainstorm co-op TF/Trial, intended to be launched from Pocket D, which I condensed down into the MA arc in my sig.)

Around that time, I also wrote up some basic design docs for a few power sets, including Dual Pistols (again, far from the first one to request that). Though it took 7 more issues, the version of Dual Pistols we got was very much in the spirit of what I'd written. For instance, I wrote about a power called "Modify Clips" that was supposed to replace the standard Aim/Build Up that was expected in ranged attack sets; of course, the premise of mine was that your next few shots would fire explosive ammunition, and that all your Dual Pistol attacks would recharge 20% faster for the duration. There was also a power called "Execution" that replaced the standard snipe as the most damaging power, with the suggestion that it do more damage the closer you were to the target.
(EDIT: Sorry, that power was actually called "Assassination." I managed to find the write-up I did a little bit ago.)


Other stuff that never got implemented in any shape or form were my suggested Tech Control (control power set), Failed Experiments--aka "Abomination Summoning"--(Mastermind power set), and I think I wrote up something for Gun + Blade Assault (pistol in one hand, sword in the other). I think those could have been pretty popular.

And of course, they flat out said "no" to Power Set Respecs a little while later...


Main Hero: Chad Gulzow-Man (Victory) 50, 1396 Badges
Main Villain: Evil Gulzow-Man (Victory) 50, 1193 Badges
Mission Architect arcs: Doctor Brainstorm's An Experiment Gone Awry, Arc ID 2093

-----
Quote:
Originally Posted by Nethergoat View Post
it's NEVER too late to pad your /ignore list!

 

Posted

The designers told me explicitly NOT to add the nav arrow (the little yellow arrow with the distance). They said it would break immersion, but I was tired of trying to navigate by compass only in 3D world so I put it in anyways.

After everyone used it, they decided to keep it.