Things you suggested that made it into the game.


A BUT

 

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This dev team is one of the most responsive and creative I have ever heard of. They have consistently listened to the player base and implemented their ideas into the game. It's one of the things I will miss most.

Let's reminisce on the things we or others have suggested that made it into our beloved world.

For instance.

Did you know I suggested both the Absorb mechanic and Bio Armor way back when?

Yes, I'm pointlessly bragging about something stupid. I'm sad, humor me.


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I did suggest about 3 years back that there should be the ability for the community to write it's own storyarcs and potentially shape the game lore...


 

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I did suggest that the tip of the Retro Scifi Rocket Pack be made tintable, so that more than just the rocket's fins could be colored. Dink was all "That's a good idea. You are so cool, you know that?" and it got implemented right after.

Also, in I24 Crey spawns in Brickstown were going to spawn neutral yellow after I suggested that now's the perfect time to start portraying them in a more PR friendly light. It got put into Beta immediately after and I was so pumped to see that. I felt it was the first real breakthrough to see better treatment of Crey, and be depicted less as blatantly evil and more friendly-only-while-cameras-are-rolling.


 

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I had been suggesting brain in jar before it was added in the Halloween pack.


 

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I suggested the tweaks to Regen from a few issues back.

Okay, it wasn't ALL me. But I did start the thread.

I also named the Targeted AoE IO set that........isn't going to make it into the game now.


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.

 

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There have been several, but the one that I nagged Pohsyb the most about was "Do not send buff numbers" and "Do not send buffs at all". Those two options came from me bugging Pohsyb repeatedly during one of the issue betas, because people on slow connections were being booted from locations with too many NPCs like Dark Astoria, and causing client crashes. While I have suggested other things that got in, those two changes are a huge deal to me because they meant I could keep playing in teams without crashing regularly, and every time someone had crashing issues in mothership raids and such I would tell them about those options and it often helped. It was a great little QOL fix.


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I suggested the idea of making the level be equal to the mission holders and having everyone else his level thereby destroying the bridge method of power-leveling, but allowing people to actually help instead of being -5.


 

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Back when Enhancement Diversification went into the game, I asked that the Power 10 (that is the only 10 SO types you could buy in stores) idea be removed. It wouldn't make sense to encourage diversity then not offer the means to actually do so. That one went through.


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Costume Change Emotes.

I made a post about having emotes for changing costumes as part of a Booster Pack (oh how I miss them now) which gave us extra costume slots and a mobile tailor. I was overjoyed to see the emotes come into game a few years later.

Was it just me? Not sure but I never saw anyone else suggest them but someone at Paragon could have also been thinking along the same lines. I'll take tentative credit for it unless someone tells me otherwise.


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I don't think I could count the things I added to the game. My proudest was the Mission Architect.


 

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Quote:
Originally Posted by pohsyb2 View Post
I don't think I could count the things I added to the game. My proudest was the Mission Architect.


That's all I have to say about that.


 

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The tricorner hat.


 

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Quote:
Originally Posted by pohsyb2 View Post
I don't think I could count the things I added to the game. My proudest was the Mission Architect.
Its too bad we never did get those NPCs eating doughnuts.


Wait. Did you suggest the architect?


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Quote:
Originally Posted by Premonitions View Post
Did you know I suggested both the Absorb mechanic and Bio Armor way back when?

Yes, I'm pointlessly bragging about something stupid. I'm sad, humor me.
I believe I beat you to that suggestion by just a bit.

I gave more detail a bit later, here.

But my original suggestion for ablative armor was lost to the forum purges a long time ago.


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Heh.

I had a lot of suggestion threads over the years. Well, not a lot. But only one thing I ever suggested got put in verbatim.

Sonic Resonance.

Not the powerset mind you, the name of the powerset. In beta, it was called Sonic Debuff and I moaned that not only does using a meta-game term like "Debuff" in the more "Lore-y" realm of powerset names sound dumb, but it was also a severe misnomer considering how balanced the set was between buffs and debuffs.

I immediately threw out that something like "Sonic Resonance" would be more flavorful, and was told by at least a couple posters that that was dumb, and one in particular (can't remember who) said that it was a tautology and redundant use of language, and the set should just be called "Resonance". I actually agreed in light of that argument, but a patch or two later to the beta build it was too late: Sonic Resonance had stuck.

It probably wasn't my impetus driving the decision, but I'll take credit.


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Quote:
Originally Posted by Sailboat View Post
I believe I beat you to that suggestion by just a bit.

I gave more detail a bit later, here.

But my original suggestion for ablative armor was lost to the forum purges a long time ago.
I remember discussing the mechanic of ablative armor at the same time as the "rolling with the punches" mechanic all the way back in 2004. I don't remember who first suggested it, it was probably one of those things that always comes up when brainstorming new defensive mechanics: others included the "deflect attacks back at the attacker" mechanic, the "reactive heal" mechanic, the "saving throw" second chance defensive mechanic, and the "you're dead, but not quite dead" mechanic that's similar to (among other things) what GW2 has, and also what some PnP games have.

It came up again on or around when CO launched, because CO implements a form of the mechanic for force fields.


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I can't prove cause and effect because I never got a response from Castle, but the way stalker crit chance scales with team size is suspiciously similar to a suggestion I PM'd him.


 

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Quote:
Originally Posted by Wonderslug View Post
I can't prove cause and effect because I never got a response from Castle, but the way stalker crit chance scales with team size is suspiciously similar to a suggestion I PM'd him.
Similar situation, here. Over the course of many betas ago, I made many suggestions, and eventually features appeared in the game that were basically identical. I can't prove any connection. In every case it's possible, perhaps even likely, that they had already debated those mechanics internally months or years earlier. Still, I like to imagine that I was the first to suggest certain ideas, such as ...

1. Instanced missions locking their level to that of the mission owner. This is essentially super-sidekicking.

2. Repeatable story arcs implemented in the form of mini-taskforces. In essence, this is exactly how Ouroboros works.

3. Lots of feedback taken for the original Safeguard mechanics. We did the best we could within the design that was available.

The two biggest recommendations I wish they'd taken but never really had a chance: the structure of the APPs for classically Villain ATs that go blue, and the addition of Mentor Pools corresponding to Patron Pools on the blue side. To this day, it grates on me that every Patron Pool for Masterminds contains an area-affecting immobilization, but no APPs do. It still chafes that they mapped Masterminds to the Blaster pools, as opposed to Corruptors ... you know, those guys with blasts and nukes. But, so it goes.

I hated losing the Villain AT APP structure battle (not that there was ever really a chance), but I thought I might have a chance with the Mentor Pools. I recommended building pools like Militia Mastery, Inferno Mastery, etc., around Vindicator mentors like Liberty, Infernal, Luminary, and ... I forget. Lots of thought went into it. I hoped they'd be impressed enough by the level of detail that they might appear in-game at some point. In fairness, it was a second attempt to get some Patron-like pools available to blue-side Masterminds, which I still think was a worthwhile goal. Pity.


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I dont think I was the FIRST to suggest it, but I was certainly one of the most vocal adherents of Dismissable Speed Boost.

I was delighted to see the ability to avoid this pest of a buff in-game, and one of the first things my new characters do is go see Null the Gull in Pocket D. +recharge *without* running into walls? You can sign me up


 

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Sports emotions!


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I suggested splitting the contacts list into tabs so we could find active contacts easier.


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I was one of the people who suggested giant swords. I was very happy when we got them.

I also suggested giant women, but that never materialised... Unless you count Lady Winter, I suppose.


Quote:
Originally Posted by Arcanaville View Post
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I am the reason there is a drop down emote menu. I told Back ally brawler we needed something like that. He said if I write them all up and order them, he would have it put in game. So, there it is. There was a few other little things also, but not really worth mentioning. I used to be WAY active for the first 5 years of this game. 1st level 50 stone/axe tank on Liberty, Whiteseeker .....whoohoo.


 

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i suggested that they make the game fun and a month later Emmert left