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Community => General Discussion => Topic started by: Nuked out Johny on January 12, 2015, 03:01:55 PM

Title: Features that I would like to see in the next COH incarnation
Post by: Nuked out Johny on January 12, 2015, 03:01:55 PM
My understanding is that in the next 1-2 years there will be at minimum of 3 "spiritual" successors to CoH.  If we get lucky I23 comes back in maintenance mode, and the IP will be available for licensing so CoH1.5 (basically a port to the Unreal4 engine, Atlas Park Revival, or some such) can launch.  I would like to suggest a few features that i have seen in other mmo's i have played.  I was very active in CoH from 2005-2008, and then would play randomly up until 2011.  If some of these features were already part of the game please let me know.

1. Add a game time purchase system that can be bought with both real $ and COH-influence, and sold for the same.  For example: EVE Online: PLEX (one month of game time), there are very few gold farmers in eve because anyone who wants to can buy a PLEX (one month of game time) from CCP and sell it by auction for EVE-ingame money, quite a bit of it actually.  This should undermine "gold" farmers, also allow people who enjoyed farming to sell Influence to buy game time.

2. Allow community built addons similar to what WoW does.  My understanding is that some of the UI features that currently existing in WoW started out as user developed addons (the quest pointer comes to mind)  I enjoy the ability that addons give to change the UI and also to display info like aggro, and spell cool downs for the party.  There are smart people playing these games and they can make them better.

3. Revamp TF's.  I think they were way to long.  Perhaps divide them into 3 stages, so people can pick up where they left off?  Give a badge as a marker where toons who have a certain badge can pick up the TF part way through. Or have 2 versions, a standard (which should be able to complete by a 8 man team 1-2 hours or so) and a heroic (which takes the normal time) 

4.  Add a Team/TF/Instance finder, similar to WoW's.  For 8 man team, Tank slot, Heal slot, damage, and support slots can be more interchangeable (the more Defenders and Controllers the less dmg and heals you typically needed, to a point)

5. Mentors should be able to give temp travel powers to Sidekicks (i think this was addressed before I23 but i cannot find a mention of it)

6. Power sets need to be maintained and not have "open" choices for power selection.


That is all i can think of right now, ill add more later.
Title: Re: Features that I would like to see in the next COH incarnation
Post by: Vee on January 13, 2015, 01:37:57 PM
just some thoughts
#2 - there were some - the map pack with the exploration badges marked, e.g.
#3 - there were only a handful of tfs in CoX that took more than an hour, and even the longest could be done in less time than a lot of raids in other games.
#4 - they tried one, it was a big bowl of fail.
#5 - they opened up travel powers at level 4 toward the end, and most had ninja run and a raptor pack before then anyway.
#6 - /e shudder. the ability to really customize your character was one of the greatest things in coh. i for one hate being told which powers i have to take and when. if anything i wish there were the option to skip the tier 1 in your secondary set.
Title: Re: Features that I would like to see in the next COH incarnation
Post by: saipaman on January 14, 2015, 12:02:12 AM
I would have liked an option to be able to have your alts play with you.  Sure, they would have been as stupid as Fusionette but it still would have been something to do on a slow night.  Ideally, only the actively controlled character would have received any rewards.
Title: Re: Features that I would like to see in the next COH incarnation
Post by: Nuked out Johny on January 14, 2015, 12:12:18 AM
Quote from: Vee on January 13, 2015, 01:37:57 PM
just some thoughts
#6 - /e shudder. the ability to really customize your character was one of the greatest things in coh. i for one hate being told which powers i have to take and when. if anything i wish there were the option to skip the tier 1 in your secondary set.

I think you misunderstood me.  The way CoH handled power sets and power selection was great, what i do not want to see is select any power from any set.

I also thought up another feature:

7. Please add a clock somewhere on the HUD.
Title: Re: Features that I would like to see in the next COH incarnation
Post by: Burnt Toast on January 14, 2015, 09:30:47 AM

1. So you want people to be able to buy influence from CoH? Meh... I'm not a fan of that. Next you will have people wanting to buy 50's.


2. So you want to be able to mod CoH? I have no feelings regarding this either way. Cosmetic mods are meh to me.


3. VERY few TFs took an hour.. let alone two hours. Heck in October 2012.. I completed a Doc Q with a PUG in 3 hours.


4. Tank Slot? Heal Slot? This is not WoW.. you can run anything without a tank and without a healer. I can only think of ONE thing that requires set roles.... Hami raid.


5. Travel powers are available at level 4...so shouldn't really be an issue.


6. I don't like freeform either.


7. Your clock would be a mod that you want :)

Quote from: Nuked out Johny on January 12, 2015, 03:01:55 PM
My understanding is that in the next 1-2 years there will be at minimum of 3 "spiritual" successors to CoH.  If we get lucky I23 comes back in maintenance mode, and the IP will be available for licensing so CoH1.5 (basically a port to the Unreal4 engine, Atlas Park Revival, or some such) can launch.  I would like to suggest a few features that i have seen in other mmo's i have played.  I was very active in CoH from 2005-2008, and then would play randomly up until 2011.  If some of these features were already part of the game please let me know.

1. Add a game time purchase system that can be bought with both real $ and COH-influence, and sold for the same.  For example: EVE Online: PLEX (one month of game time), there are very few gold farmers in eve because anyone who wants to can buy a PLEX (one month of game time) from CCP and sell it by auction for EVE-ingame money, quite a bit of it actually.  This should undermine "gold" farmers, also allow people who enjoyed farming to sell Influence to buy game time.

2. Allow community built addons similar to what WoW does.  My understanding is that some of the UI features that currently existing in WoW started out as user developed addons (the quest pointer comes to mind)  I enjoy the ability that addons give to change the UI and also to display info like aggro, and spell cool downs for the party.  There are smart people playing these games and they can make them better.

3. Revamp TF's.  I think they were way to long.  Perhaps divide them into 3 stages, so people can pick up where they left off?  Give a badge as a marker where toons who have a certain badge can pick up the TF part way through. Or have 2 versions, a standard (which should be able to complete by a 8 man team 1-2 hours or so) and a heroic (which takes the normal time) 

4.  Add a Team/TF/Instance finder, similar to WoW's.  For 8 man team, Tank slot, Heal slot, damage, and support slots can be more interchangeable (the more Defenders and Controllers the less dmg and heals you typically needed, to a point)

5. Mentors should be able to give temp travel powers to Sidekicks (i think this was addressed before I23 but i cannot find a mention of it)

6. Power sets need to be maintained and not have "open" choices for power selection.


That is all i can think of right now, ill add more later.
Title: Re: Features that I would like to see in the next COH incarnation
Post by: Vee on January 14, 2015, 04:50:18 PM
Quote from: Nuked out Johny on January 14, 2015, 12:12:18 AM
I think you misunderstood me.  The way CoH handled power sets and power selection was great, what i do not want to see is select any power from any set.

I also thought up another feature:

7. Please add a clock somewhere on the HUD.

yeah sorry, misunderstood. since CoH didn't have open power selection already I thought you meant something like SWTOR (only e.g. i have as I'm currently playing it and it's my second mmo) where you get particular powers at particular levels whether you like it or not. I don't think anyone taking the reigns of CoH would do the open power selection thing even if it were possible with the tools they're given. Would just be a trainwreck.
Title: Re: Features that I would like to see in the next COH incarnation
Post by: silvers1 on January 15, 2015, 04:09:34 AM
Regarding the "mod" option...  depends on what kind of mods.

I absolutely hated the DPS Meters that people created for WoW - which led to a lot of abuse by leet players.
"Oh, you're not doing enough DPS".   /kick

Title: Re: Features that I would like to see in the next COH incarnation
Post by: Drauger9 on January 17, 2015, 06:17:42 AM
I'm in the no Mods camp, when it comes to damage meters ect... Plus the UI in CoH was very flexable from what I remember. Having cool down timers on powers would be nice though.

There is one thing that Fantasy Star Online 2 is doing, that I think would be cool to see. Be able to invite characters on your friends list's. Even if they are off line. I don't make friends easily (I had 4 the entire time I played CoH) so to be able to have them in party even when their not there. Would be something I would greatly enjoy. Since it would give a sense of not playing alone on the nights they aren't active.
Title: Re: Features that I would like to see in the next COH incarnation
Post by: Stratoburst on January 17, 2015, 07:16:55 PM
A few ideas, not necessarily well thought through:

1.  throttle-control on flight.

There were times when I did NOT want to fly at my maximum speed (I often hunted snipers in PI, and hated the stop-start I had to do).  I would also like to fly faster than nominal maximum, "for a price" - I'm thinking a parabolic power usage curve.  Example:  you could fly 2 times nominal maximum, but it would cost 4 times the endurance - 3 times the speed at 9 times the endurance.  I haven't crunched actual endurance numbers for this - it's just the beginnings of an idea.

2. A permanent, inherent hover-type power for Teleport users.

I didn't like "teleport now or fall to the ground".  I'd like to see a hover power "inherent" if you have Teleport, and that toggles on as soon as you use Teleport - and by hover, I really mean hover.  You can't move from your position unless you teleport again or shut it off and fall. 

3.  No more "predictable Kheldian surprise"

Just having a Kheldian on your team should not result in Void Hunters or Quantum thugs EVERY SINGLE MISSION.  These should be rarer than they were.  Kheld-scent should be done away with.

4.  "Kryptonite"

A character could choose to (greatly?) enhance power in one area in exchange for a really debilitating weakness.  Would be optional at character creation time.  I got the idea from Master of Orion II, in which you can choose to gimp yourself in some areas in exchange for strengthening others. 

5.  General character enhancement slots

A character would have, say, 3 to 5 general enhancement slots.  So, if a damage enhancement was slotted, it would enhance damage for ALL powers (not necessarily the same amount as for a power-specific enhancement slot). 

6.  X-ray vision (I'm dicey here, this is just popped into my head)

Enough said, but it would not be cool in PvP.  I don't know how you would RP-justify shutting it off in PvP.  In PvE, having lead-lined walls would be enough.

7.  One free power selection from any powerset.

A character could take ONE power (except a Tier 9) from ANY powerset.  Maybe that should be one of the Incarnate slot powers.
Title: Re: Features that I would like to see in the next COH incarnation
Post by: tumbleweedgamer on January 25, 2015, 01:48:33 AM
The ability to customize Pets/Minions.
Title: Re: Features that I would like to see in the next COH incarnation
Post by: Felderburg on January 26, 2015, 08:35:46 PM
Quote from: Burnt Toast on January 14, 2015, 09:30:47 AM
1. So you want people to be able to buy influence from CoH? Meh... I'm not a fan of that. Next you will have people wanting to buy 50's.

I was under the impression the suggestion was as a way to combat gold farmers - which PLEX does quite successfully (in combination with other things). It's not so much that you would "buy influence," as you would pay, with real money, for a game time card, and then you could sell that in game on the market. Time cards already existed - I see no reason not to make them available on the market. Although EVE has a much more extensive and expansive economy, the principles tried there could work with other games.

Regarding the clock - is it too immersion breaking to play in windowed mode, or to look at a clock on the wall?