- Full Proliferation(wherever it made sense)
- Full MM customization so that I can finally create a mafioso style Thugs MM(preferably with age of piracy style traps)
- Remove equip time penalty
- Make it offline/stand alone capable like Phantasy Star Online add the ability to host other players and run a dedicated server
If I could bring it back (assuming I was disgustingly rich) I'd rehire the entire paragon studios team whatever it took. Then I'd put them back to work doing what they were doing.
If I put my two sense in for anything? I might ask them to make globals be our unique identifier and not make character names unique. Let the players use the names they want to use (within reason of course. no copyright infringements or vulgarity). If I suggested anything beyond that sure proliferation, more customization etc are givens.
If I understand the question its what would I change? In that case id change a few things.
TF/SFs/Trials no longer team gated. It will adjust for solo play.
MMs pets fully customizable with female pets and if people build a certain offensive toon then the rules would be enforced and if they persist they will face being banned.
No accuracy roll. Never seen a comic book hero spend most of the fight whiffing.
The game will have online capability but also an offline mode so those that have crappy connection or feel like taking a break from the social hustle can still enjoy.
Freedom to choose more powers beyond the usual tank must be primarily melee and etc cliché.
More defense options for squishies prior to top level and not depended onIOs.
Every item that can be found and used in game would be able to be bought from an NPC that way players are not at the pure mercy of craxy gear prices. 500 million for one piece that give maybe teen digit increase? Inflation control.
No grind feeling leveling? Then no grind end game content.
MA but would make it less if a gift to farmers.
Rules enforced even in pvp zones. Man I seen people there take some verbal abuse that would make a WOW
vper blush for periods longer than they should have. And that turned out to not be the first or last time until it seemed that if you wanted to curse and verbally abuse people and get away with it, go to pvp zone. GMs won't do anything no matter how much you report them. Just had to rememberto act civil when returning to pve world or you won't last 5 min before a GM pops up.
Base building for soloist. Even batman had the batcave. And superman had his ice hideout. Neither one had to wait until a bunch more heros joined them.
Oh and lastly, brave mobs. None of this fleeing bullcrap. The mob will be a threat and think they are a threat and will fight back. Not high tail it and run for the hills.
I would make player names tied to ACCOUNTS.
So I you could have more than one Ironwolf on a team and the names would shown like this:
Ironwolf (@iron)
So duplicates would never be an issue and you could make the global hidden if wanted.
one of the things I think Guild Wars II did correctly was their pvp. every week 3 different servers would fight. so instead of pvp zones of heroes against villains I think i would make a zone of servers against servers. so every week you would have two new opponents to battle. new being relative as you would end up fighting at least one of them again a month or so later (because of the limited number of servers).
kind of a marvel vs DC vs dark horse thing where only one universe can win or the multiverse will be destroyed.
i would spend a lot of love on Bases making things useful.
I spent years on my base. it was a solo thing but I was darn proud of it. second largest map, bowling alley, movie theater, flight deck, library, stadium, operations center, hospital, arboretum, teleport room, and SG housing. but i digress.
I would add a feature to the game where you could edit and make items for the base. once made they would be submitted to the dev's and if approved they would show up in the base editor for anyone to use. new wall panels, statues, kitchen appliances etc.
I would also add a size scroll bar for all base items. be able to change the size of everything including stretching.
change the location of your base entrances. keep the default in the same area, but if you want you can change the base entrance in each zone. Top of the globe, warehouse, make it show up on the map for SG members, and glow / stand out so it can be seen by SG and team members only.
make more items that would be useful
raise the storage for salvage up to 100. 30 was way too low.
Names.
I like the idea of names that several people came up with so you could have multiple names on the same server. my only change would be something that would say "there are 336 other people with that name"
Characters/costumes
Moving lips...
Symbols on capes. (SG and otherwise)
One thing I thought would have been really cool is a 'secret identity mode'.
You could change into civilian clothes and you would have access to no powers at all, but the mobs would also register you as a NPC so you could roam around and not get attacked every 3 seconds if you were the right level for the zone.
But you could only change if you were alone or out of sight of any mobs, and never inside or during a mission or TF. This would prevent you from just popping into your secret id to avoid a fight or escape. Though if you were chased around a corner and had a few seconds out of the mobs view - you could change and they would ignore you thinking you were just an average John or Jane on the street.
Something that occured to me tonight. A costume creator that would work with 3D Figure printing so I could buy statues of my characters. :D
Online/Offline mode.
...with environment& rewards equal to MA Test mode when offline.
Incarnate mode for normal content and TFs. Difficulty raised to +4, threads drop instead of shards, and an option for incarnate salvage instead of merits at the end of a story arc or TF.
Removal of travel suppression in PvE. It was added because of PvP initially and should've been removed in I13 when they gained the ability to apply different rules for PvE and PvP.
Original Atlas and Mercy missions available in Ouroboros.
All maps and enemies available in Architect, and new ones added as they're made rather than three or four issues later. Also, ability to directly set spawn locations in Architect - this specific spot rather than front/middle/back.
Offline mode, not really but a promise to make the game playable offline in the event of another shutdown.
Revamped base editor. Part of the reason not to do it was the need for backwards compatibility with existing bases, so now is the time. Doorways not taking a full square or rooms directly next to each other. Ability to build walls and floors at arbirtrary locations. Objects from newer maps available in editor - Praetorian stuff mostly. Ability to set in-world location rather than base portals. Secondary solo bases in addition to SG bases.
Customisable pets for Masterminds. Even just a predetermined set of models with colours customisable.
More of a developer mindset thing than a change to the game, but: Risk vs reward not only applied when currently out of balance in favor of reward.
And probably a few more things I can't think of right now.
Powerset development would be themed so that all ATs received a new set at the same release date.
For example, water blast came out, but there also should have been water control, water melee, water armor, etc. The animations and power set balancing would have been easier to coordinate as everyone is working on the same theme.
I would have also liked to see the themed sets be released with a new zone and new faction. Again, water sets could coincide with a water zone (Atlantis would have been a nice Greek tie-in with the lore) with water-powered foes.
Everything mentioned is a good idea but one thing that bothered me given the wealth of options we had for our costumes is we couldn't choose our eye colour separately. A small nagging detail and just my idea to correct.
I'd like a TF/SF challenge mode. The difficulty level of each mission would rise until somebody dies. Obviously, a set of cool badges for getting to the end without any dying.
Quote from: Kuriositys Kat on March 20, 2013, 12:28:13 PM
Everything mentioned is a good idea but one thing that bothered me given the wealth of options we had for our costumes is we couldn't choose our eye colour separately. A small nagging detail and just my idea to correct.
I can at least explain why this was the case. Our textures were limited to 2 colors and your skin color was one of them while the face paints/makeup were the other. The same applies to body parts. It's why when using "with skin" options you could only choose one color (cause skin color was using the other). To make costumes with more than two colors you had to be creative and have an eye for opportunity. Like using accessories such as belts, shoes, chest bits, gloves head bits for your 3rd color and keeping your primary 2 colors for the overall.
For example:
(https://i524.photobucket.com/albums/cc325/NicMercy/JemCOH.jpg)
To get a broader variety of colors I chose purple and silver as my primary colors and pink as an accent. I also wanted some skin showing too. This is what I came up with! Technically speaking my chest is just silver and skin. But the chest detail part adds purple. Technically speaking my upper arms should be skin but using the robotic arms option that looks more like armor, I got more purple there. But when you break it down each piece is still only 2 colors.
Free form-ish powers. You'd still be locked into your archetype and the archetype's available powersets, but you could chose your tier 1 from A powerset and then your tier two power from B powerset. You could only chose the teir power you were getting from any powerset, so I couldn't have all of the tier 9s or something.
They'd still have to do something to stop people from further breaking the game, especially with buff/debuff powers.
Quote from: Kaos Arcanna on March 20, 2013, 02:00:28 AMSomething that occured to me tonight. A costume creator that would work with 3D Figure printing so I could buy statues of my characters. :D
Like the deal Blizzard made with FigurePrints to give them read-only access to the character data so they could offer custom figures of any player's characters.
Quote from: JaguarX on March 19, 2013, 09:51:28 PMNo accuracy roll. Never seen a comic book hero spend most of the fight whiffing.
"Missing" in CoH meant several things, not all of them "whiffing". It could mean that the opponent dodged the attack (a la Super Reflexes, or the Combat Jumping and Weave pool powers), or it could mean the opponent completely blocked the attack in some way before it got to him (a la Energy Aura, Stone Armor, Shield Defense, Force Field, etc). It could also actually mean you missed (due to inexperience with the power - in game terms, no enhancements - or because your aim has been hindered in some way)
I could see removing the 95% accuracy cap so that you could always hit if the opponent had no way of avoiding or blocking the attack (and no way of impairing your aim), but removing the roll entirely would make for a very different game.
Who says we can't bring CoH back?
Also...
Quote from: Kyriani on March 20, 2013, 01:34:30 PM
To make costumes with more than two colors you had to be creative and have an eye for opportunity. Like using accessories such as belts, shoes, chest bits, gloves head bits for your 3rd color and keeping your primary 2 colors for the overall.
Only three colors?
(https://paragonwiki.com/w/images//thumb/f/fb/GuyPerfect_YarrshiroX1.png/298px-GuyPerfect_YarrshiroX1.png) (https://paragonwiki.com/w/images//thumb/b/bc/GuyPerfect_Soupie1.png/128px-GuyPerfect_Soupie1.png) (https://paragonwiki.com/w/images//thumb/c/c3/GuyPerfect_TheToxicand1.png/211px-GuyPerfect_TheToxicand1.png) (https://paragonwiki.com/w/images//thumb/4/4e/GuyPerfect_XNTrix.png/300px-GuyPerfect_XNTrix.png)
Quote from: General Idiot on March 20, 2013, 08:40:06 AM
Incarnate mode for normal content and TFs. Difficulty raised to +4, threads drop instead of shards, and an option for incarnate salvage instead of merits at the end of a story arc or TF.
This should've been done when they changed to threads.
QuoteRemoval of travel suppression in PvE. It was added because of PvP initially and should've been removed in I13 when they gained the ability to apply different rules for PvE and PvP.
This isn't quite true. Travel suppression was also put into live because some crafty players were strafing giant monsters and other encounters, defeating them solo with practically normal builds with very minimal risk.
QuoteOriginal Atlas and Mercy missions available in Ouroboros.
QuoteAll maps and enemies available in Architect, and new ones added as they're made rather than three or four issues later. Also, ability to directly set spawn locations in Architect - this specific spot rather than front/middle/back.
*snip*
QuoteRevamped base editor. Part of the reason not to do it was the need for backwards compatibility with existing bases, so now is the time. Doorways not taking a full square or rooms directly next to each other. Ability to build walls and floors at arbirtrary locations. Objects from newer maps available in editor - Praetorian stuff mostly. Ability to set in-world location rather than base portals. Secondary solo bases in addition to SG bases.
This. And gut the base building assests and put them into Architect. One tool for both base building and player made missions. Further more, I'd expand the entire toolset into a city builder, allowing players to make their own zones, which leads to:
QuoteOffline mode, not really but a promise to make the game playable offline in the event of another shutdown.
Tie offline mode to the city builder and players can continue to not only play, but create their own content, host it and invite others to play.
QuoteCustomisable pets for Masterminds. Even just a predetermined set of models with colours customisable.
This. I'd also make all pets the same level as the PC, but still have them seperated by mob-rank of T1 Minion, T2 LT, T3 Boss, so each teir would have better stats over the next.
I'll add to the statements already made about proliferation of all sets except those that wouldn't automatically work. I'm looking at Ninjitsu to Brutes, Scrappers, Tanks. If I could edit and create my own powers, then I'd make it happen. This goes for Shield for Stalkers. And Illusion for Dominators, with one major change. Phantom Army would instead become dopplegangers of the PC, starting with one, the second and third appearing at later levels. They'd be destructable (but have adequate build-in resistances and status protection), the amount of damage a Dom could put out with it's squad of impervious tanks would (imop) just be too much.
Quote from: GuyPerfect on March 20, 2013, 05:11:36 PM
Who says we can't bring CoH back?
Also...
Only three colors?
(https://paragonwiki.com/w/images//thumb/f/fb/GuyPerfect_YarrshiroX1.png/298px-GuyPerfect_YarrshiroX1.png) (https://paragonwiki.com/w/images//thumb/b/bc/GuyPerfect_Soupie1.png/128px-GuyPerfect_Soupie1.png) (https://paragonwiki.com/w/images//thumb/c/c3/GuyPerfect_TheToxicand1.png/211px-GuyPerfect_TheToxicand1.png) (https://paragonwiki.com/w/images//thumb/4/4e/GuyPerfect_XNTrix.png/300px-GuyPerfect_XNTrix.png)
He he I stuck with 3 cause just going past 2 colors and keeping the outfit cohesive is hard enough in CoH but kudos for pulling off more than 3 cohesively. Still it's true that each piece will only allow for 2 colors. To have a complete outfit using more than that requires creativity!
ED - not that I am against the concept, just the implementation. I'm not a hardcore numbers junkie or anything, so it was actually a while before someone pointed out to me that 6 damage SOs is not 6 times as good as 1 damage SO. It just needed to be clearer, and the game needed to prompt you before 4 slotting something that only took 1 enhancement type, just to be sure that's what you wanted.
Also, voices. I'd probably find them annoying and turn them off after the novelty wore off, but it seems like most MMOs have that now.
Some more things,
-More than 2 colors per item
-Have all armors have the same tint so that pieces from different sets will work together better than they currently do.
-2d chest details available on the back
Quote from: GuyPerfect on March 20, 2013, 05:11:36 PM
Who says we can't bring CoH back?
No one in this thread has said that we can't bring it back ;D
Quote from: InOnePiece on March 20, 2013, 05:52:52 PM
Also, voices. I'd probably find them annoying and turn them off after the novelty wore off, but it seems like most MMOs have that now.
I admit, voice acting in videogames 99% of the time is unwelcome in my book even if its good. I can read faster, still get the intended emotion, and get just as involved while rushing off to the next objective.
Quote from: Thunder Glove on March 20, 2013, 04:46:42 PM
"Missing" in CoH meant several things, not all of them "whiffing". It could mean that the opponent dodged the attack (a la Super Reflexes, or the Combat Jumping and Weave pool powers), or it could mean the opponent completely blocked the attack in some way before it got to him (a la Energy Aura, Stone Armor, Shield Defense, Force Field, etc). It could also actually mean you missed (due to inexperience with the power - in game terms, no enhancements - or because your aim has been hindered in some way)
I could see removing the 95% accuracy cap so that you could always hit if the opponent had no way of avoiding or blocking the attack (and no way of impairing your aim), but removing the roll entirely would make for a very different game.
Possibly, but it seemed I (me personally. Not sure about anyone else as I never played as anyone else and thus just speaking from my perspective) never seemed to hit as often as the hit rolls would suggest even at 95%. Still missed alot and after collecting about months and hundreds of hours of hit roll data, it wasnt no where near 95%. But I guess that is where the keyword of "chance" come into play. 5% chance to miss for me turned into about actually missing nearly 25% of the time (off the top of my head the actual number was about 24.6 odd % something without rounding). I guess I was unlucky. As even with 5% to hit for mobs them jokers seemed to get very lucky rolled very low quite often. In one month time period I only seen a dozen times out of over 400 hit/attempts that the mob rolled above 67. I found thta also very strange but about only about 6 others that I know experienced this. Maybe more but those the only 6 I knew about and or spoke up about it. Unlucky 6? Maybe. But that is my experience and only experience I could judge and gather as much as I did on. After about 13 months and the document becoming large I gave up. I figured if the average didnt change much after a year, then I didnt think nor had patience to do another tracking of another year. I didnt think too much of it as a niggle until I tried a game that didnt use hit rolls and loved it. Now if the same hit roll schematics was used again, I definately cant see myself going back to "whiffing" and hitting about 75% of my attacks when maxed out on acc. Yet, that is what I would change. It made it hard to play as a gruff sharpshooter when I missed more than a peace activist that neverfired a weapon before. Hawkeye would not be pleased.
That removing the 95% cap would be good idea. Very good idea indeed.
The main reason I am against voice acting for the protagonist in any game is because it robs me of MY vision for my character. Unless there's a HUGE selection of voices for both genders with varying accents and ethnicity, I'd rather not have my character voiced. Better to leave that to MY imagination instead of imposing someone else's vision upon me. That was one of my biggest peeves with Dragon Age 2. The voice we were stuck with for my male character sounded bizarre coming from the character because of how I made him look. If there has to be minimal voices for interacting (like Aion or Baldur's Gate) there should be at least 4 for each gender from late teen to adulthood age range IMO.
Quote from: JaguarX on March 20, 2013, 09:20:08 PM
Possibly, but it seemed I (me personally. Not sure about anyone else as I never played as anyone else and thus just speaking from my perspective) never seemed to hit as often as the hit rolls would suggest even at 95%. Still missed alot and after collecting about months and hundreds of hours of hit roll data, it wasnt no where near 95%. But I guess that is where the keyword of "chance" come into play. 5% chance to miss for me turned into about actually missing nearly 25% of the time (off the top of my head the actual number was about 24.6 odd % something without rounding). I guess I was unlucky. As even with 5% to hit for mobs them jokers seemed to get very lucky rolled very low quite often. In one month time period I only seen a dozen times out of over 400 hit/attempts that the mob rolled above 67. I found thta also very strange but about only about 6 others that I know experienced this. Maybe more but those the only 6 I knew about and or spoke up about it. Unlucky 6? Maybe. But that is my experience and only experience I could judge and gather as much as I did on. After about 13 months and the document becoming large I gave up. I figured if the average didnt change much after a year, then I didnt think nor had patience to do another tracking of another year. I didnt think too much of it as a niggle until I tried a game that didnt use hit rolls and loved it. Now if the same hit roll schematics was used again, I definately cant see myself going back to "whiffing" and hitting about 75% of my attacks when maxed out on acc. Yet, that is what I would change.
That removing the 95% cap would be good idea. Very good idea indeed.
You also have to remember just because YOU have 95% chance to hit doesnt mean YOUR CHANCE TO HIT is 95%. I know that sounds like doublespeak but you have to take into account your targets often have varying levels of defense and what not which will often lower what you think your chance to hit is. Debuffs can sway this even more towards the mobs favor (like skull bone daddies with dark blasts which have -to-hit debuff attached).
Quote from: Kyriani on March 20, 2013, 09:21:29 PM
The main reason I am against voice acting for the protagonist in any game is because it robs me of MY vision for my character. Unless there's a HUGE selection of voices for both genders with varying accents and ethnicity, I'd rather not have my character voiced. Better to leave that to MY imagination instead of imposing someone else's vision upon me. That was one of my biggest peeves with Dragon Age 2. The voiced we were stuck with for my male character sounded bizarre coming from the character because of how I made him look. If there has to be minimal voices for interacting (like Aion of Baldur's Gate) there should be at least 4 for each gender from late teen to adulthood age range IMO.
Yeah that can be an issue.
On the other hand I woundnt mind if my hero or the guy/gal I was playing on could speak a few words. Hard to be a snarky hero when ya silent, but then again I could imagine standing around Atlas equivalent and not able to even hear yourself because a bunch of people "enjoy" spamming random stuff not to mention hearing "looking for farm" or "looking for team" over and over.
Quote from: Kyriani on March 20, 2013, 09:21:29 PM
The main reason I am against voice acting for the protagonist in any game is because it robs me of MY vision for my character.
I agree - I meant NPC voices as I wrote that. I tried SWTOR and I really didn't care for the game voicing my characters. Like I say, I'd want to be able to toggle the whole thing off and just read (or in my case, not read, then click the areas needed to just get started).
Quote from: Kyriani on March 20, 2013, 09:23:57 PM
You also have to remember just because YOU have 95% chance to hit doesnt mean YOUR CHANCE TO HIT is 95%. I know that sounds like doublespeak but you have to take into account your targets often have varying levels of defense and what not which will often lower what you think your chance to hit is. Debuffs can sway this even more towards the mobs favor (like skull bone daddies with dark blasts which have -to-hit debuff attached).
Yeah didnt collect data from mobs that debuffed to-hit. Too complicated with the amount and length of time I was going for. Although yeah I was under the impression that the to hit rolled reflected that as usually even with max acc where most mobs was 95% chance to hit usually fell to 75% and below with those debuffs and even lower when facing a room full of CoT where it usually indicated as low as 25-35% chance to hit.
Unless every single mob in the game had to-debuff which would seem to render the entire to hit system display moot. Which even then, still dont nullify the fact of the lack of feelign and quite frankly kills the heroic or villian feel for me standing there whiffing and thus I would remove the acc system. Especially on objects at the very least. "Super powered being can even hit a box with a hammer? wtf?"
Quote from: InOnePiece on March 20, 2013, 09:30:45 PM
I agree - I meant NPC voices as I wrote that. I tried SWTOR and I really didn't care for the game voicing my characters. Like I say, I'd want to be able to toggle the whole thing off and just read (or in my case, not read, then click the areas needed to just get started).
I don't mind npc voices (in fact I enjoy them a great deal) as long as the volume of them can be adjusted/muted and text is still available for their dialogue.
I don't think this has been mentioned yet:
The question as put is "If we could bring COH back what would you change?" And my answer is:
I would change who owns it, specifically Paragon Studios, so it couldn't be shut down again. This would involved a little manipulation of time, but hey, I figure it'd be ok, right?
Other than that one thing, I don't... on the face of it... think I'd change anything else. I just want it back, and Paragon Studios back in action if at all possible, and that they'd be rolling on towards I27 and beyond.
A few off the top of my head:
I'd get rid of all the extraneous currencies and make everything cost Inf.
I'd ditch the TO/DO/SOs and replace them at vendors with basic IOs of appropriate level for the same costs.
If you have your difficulty set to never face you up against Bosses when solo, then by golly no Bosses or Elite Bosses will show up in your mission regardless of which mission it is.
I'd make all toggles not get detoggled by status effects, rather than just purely defensive ones.
I'd make all costume unlocks account-wide.
Quote from: houtex on March 21, 2013, 04:09:39 AM
I don't think this has been mentioned yet:
The question as put is "If we could bring COH back what would you change?" And my answer is:
I would change who owns it, specifically Paragon Studios, so it couldn't be shut down again. This would involved a little manipulation of time, but hey, I figure it'd be ok, right?
Other than that one thing, I don't... on the face of it... think I'd change anything else. I just want it back, and Paragon Studios back in action if at all possible, and that they'd be rolling on towards I27 and beyond.
You mean NCSoft not Paragon Studios. If Paragon Studios had owned City of Heroes it wouldn't have been shut down. NCSoft is who disbanded Paragon Studios and shut down the game.
I think he was saying that "if he could bring it back, he would do so with Paragon owning it"
Quote from: Chance Jackson on March 21, 2013, 03:21:43 PM
I think he was saying that "if he could bring it back, he would do so with Paragon owning it"
Ah I see... it seemed to me the other way around but I suppose it makes more sense your way lol
Quote from: Kyriani on March 21, 2013, 03:28:01 PM
Ah I see... it seemed to me the other way around but I suppose it makes more sense your way lol
It's all good :)
Yes, my Yoda, coming out in my speech, it was. :)
Quote from: InOnePiece on March 20, 2013, 09:30:45 PM
I agree - I meant NPC voices as I wrote that. I tried SWTOR and I really didn't care for the game voicing my characters. Like I say, I'd want to be able to toggle the whole thing off and just read (or in my case, not read, then click the areas needed to just get started).
Agreed. The bar has been set very high indeed for NPC voiceover (and overall cutscene) quality in The Secret World. In TSW, the player characters remain silent in the cutscenes...which a couple of the NPCs actually make wisecracks about.
On the main topic, one thing I'd love to see change in a resurrected CoH is power rooting. It just seems so very, very obsolete now. Might require a pretty serious engine revamp, though...
1. No more Hunts. After getting the hunt 10 CoT mission in Kings Row back when the game started I hated them ever since. I always try to "slum" them when I get them or autocomplete.
2. No more escort missions. Too many NPCs getting stuck on things and having to move them at a snail's pace in sometimes very large mission maps.
3. WW/BM/AH - Update that UI again!
What would I change... oh the list goes on and on.
Eliminate TOs/DOs/SOs, replace with enhancements that are functionally identical to standard IOs: Because who uses standard IOs, and who uses TOs/DOs/SOs when they have access to IOs, or IO sets? The old TO/DO/SO system is kinda depreciated, and also annoying in that your enhancements can totally shut off when you gain a level, actually leaving you weaker for levelling up. This would stop that crap from happening.
Crab Spiders can Wear a Cape: 'nuff said, basically. I hated the fact that taking even a single crab spider power in any of my alternate builds kept me from using the Bane Spider backpack that sported a cape. C'mon, gimme a caped crab-pack - Lord Recluse wears one! (well, kinda...)
Crab Spider Suppression gets buffed: I always hated the fact that Suppression, which basically represents a wall of spastic Channelgun firing, and is the signature ranged attack of a Crab Spider, was so much weaker on a per-hit basis than Channelgun itself. While I wouldn't buff the damage to the point where each tick of Suppression was equal to a Channelgun shot, I'd certainly make the damage roughly on par with a Longfang tick.
The ability to mix AT-specific and generic costume parts: I was always miffed that I couldn't wear any parts from my AT costume as an Arachnos Soldier or Widow in my basic outfit, with the exception of required AT-specific parts, like the crab pack, assault rifle, and claws. I would love to wear a Crab Spider helmet 24-7.
Eliminate all involvement from NCSoft: NCsoft's screwed me over one too many times. I would rather have any company, with the possible exceptions of Ubisoft and EA, running CoH instead.
Allow for Offline Play: Your single-player and multiplayer characters would probably have to be kept separate, but being able to play singleplayer when the servers are down would be great. It would also provide excellent 'insurance' in the event of a game shutdown.
Allow for personal servers: Move the game over to a Buy-to-Play model like GW2 is using, and grant the user a server-license in addition to their game license, as well as some basic (but functional!) multiplayer server software. This way, players can host their own servers, and the game's company doesn't have to host a metric ton. They can let the playerbase do that. being able to host their own servers would also provide yet more 'insurance' in the event the game gets shut down for good. The official server would close, but playermade servers would still work just fine.
Voiced Cutscenes, and more emote animations for characters to use in them: I would love to hear villains' diabolical monologues and heroes' pithy one-liners during cutscenes.
Costume Unlocks Revamped: Just about every costume option available should be earnable ingame, without cash-shop BS. You can unlock them via the cash shop and save yourself a grind, but if you want to earn it, you can. New costume options/packs would be released in the cash shop ~3 months before they're available ingame, allowing the fashion-conscious to ride the latest trends while those more frugal will wait for the ability to earn it to open up. All costume unlocks, without exception, will be accountwide.
Unlocking new powersets: Every powerset that's locked off by default should be earnable in-game, perhaps via a task-force style epic story arc, possibly coupled with a merit grind of some kind to unlock the ability to take the story arc. You could pay the cash shop to unlock it immediately, but if you wanted to earn it, you could.
No merit or inspiration restrictions on free accounts: C'mon, free players can't even earn merits? Or any inspirations except small ones? That's BS. I can understand keeping vet costume parts and vet powers locked behind subscription, but insps of all sizes and merits should still be earnable.
Long-term free accounts in good standing recieve whisper/mail privileges: The biggest reason why free accounts got their whisper/mail privileges locked was because of spammers. If an account goes several months without any infractions, and the account has clearly been played regularly during this time, the whisper/mail restriction should be lifted.
I'ld link abilities that do damage and increase stats tot he damage done. So if an ability does damage to a NPC and heals the player the amoutn of healing would be a percentage of that dealt, healing enhancements would increase the percentage.
What would I change? I'd change my underwear and put it back on the outside, WHERE IT BELONGS.
Much of what I wanted was already forthcoming, namely the insta-snipe capability and crashless nukes. I don't know if they ever planned to revamp the crash on most of the armor powersets' T9s, but if they did, I would've had a reason to try something besides WP. Even switching to WPs "half-crash" would've been good.
Futurist thread warning!!!
Awesome videogame + futurist changes = disapointment
if a futurist company bys and runs CoH and sees this thread you have here, they will intentionally misinterpret every word you say, cause we all know that futurism isn't arond to make games better! nope it's to make a name for the developers by doing thier own unique Ideas. so anything you tell them to do they wont bring themselves to do it exactly like you said. infact it may be undesireably different.
Oh yeah.
Adding Moon Zone to my list.
I'd revamp the starting game "improvements" they made in i21. The only thing I liked about the changes were the use of phasing, a feature that never got enough subsequent use for my taste.
- Give heroes and villains separate starting experiences so they can feel really heroic or villainous from the start. I thought Outbreak and Breakout set the tone much better.
- Add early origin-based missions like we used to have, but better executed.
- Eliminate mobs in Atlas that respawn on top of you -- the absence of this was always something that made CoX stand out from the MMO crowd.
- Get rid of anything relating to Twinshot and her group, or at the very least change them from caricatures to characters and make the plot something heroic and not just being duped by a higher level hero.
- Make the wide variety of original starting missions available again, even if they were not the most finely crafted missions. Allow players the choice.
I'd like to see zones that changed with a character's level or achievements.
For example, you'd get the original Dark Astoria up to a particular level or achievement and then you'd get the new Dark Astoria.
This helps foster the idea that the game is a long on-going story.
Yeah, I was really pumped about the introduction of the dynamic zone changes based on character actions that got introduced with the revamp of AP and MI. Too bad it never went further than that. Was hoping that some day the servers would be merged and the zones would appear as instances to various characters based upon their past achievements. Sort of an alternate path book.
They did go slightly further with phasing: if you completed the story in new DA, there was a graphical change in the zone that indicated your success.
But as far as I know, that was the only other use of phasing, and it was subtle enough that a lot of people didn't even notice it.
When I see a feature like this that is introduced offering so much opportunity but then gets ignored, I always wonder if it was the idea of a dev who left after initial implementation.
Quote from: Cinnder on March 26, 2013, 07:10:48 AM
They did go slightly further with phasing: if you completed the story in new DA, there was a graphical change in the zone that indicated your success.
Ooh yeah, the glowy runes on the red war walls. That was a nice touch. Simple in appearance but it really made you feel like you'd accomplished something every time you saw it. Like Matthew Habashy in Atlas Park... after you saved his wife, she would be standing beside him outside City Hall.
I guess that' ssomething I'd change then. More little touches like that. They wouldn't need to affect gameplay, just have a visual and storyline impact. Little reminders, every time you passed, of the difference you were making in the city. "This is MY city. I protect (own) it. If you want to mess with this city, you go through ME."
Okay, one other thing I'd do is change the spawning code for open zones a bit. Each different neighbourhood within the zone would have a silent counter for the different enemy groups within it, and when one group's counter reached a certain number defeated, that neighbourhood would spawn a lot less of that group, and a lot more of other groups. For example, in the places where Council and Fifth Column were fighting, if the players took out enough of one side the balance of power would shift and the other side would replace the defeated side's spawns. After a while it would switch back to an even mix, but for a while you'd really see one group thriving because their competition had been eliminated. That difference might even trigger zone events like Hellion arsons and Troll raves. (*hits preview, and snickers at the term "unicorn raves"*)
I'd also tie the radio/newspaper missions to those counters. The heavier the presence a group has in that zone, the more often that group comes up in the list of available random missions.
Incarnate slots beyond Alpha would only function in designated Incarnate content.
DA/solo/small team progression would be on par with raids, not the one weekend of raids takes a month or longer of DA time difference as it ended with.
Alpha component system would be extended to all slots.
Set IOs would all exemplar and level like the store bought ones.
The new tutorial was utterly pointless AND it actually attempted to train people to speed through the content with its constant calls to hurry up.
Quote from: okami on March 26, 2013, 09:34:18 PM
Incarnate slots beyond Alpha would only function in designated Incarnate content.
DA/solo/small team progression would be on par with raids, not the one weekend of raids takes a month or longer of DA time difference as it ended with.
Alpha component system would be extended to all slots.
Set IOs would all exemplar and level like the store bought ones.
See that would make me unhappy. I loved me some tossing around lightning bolts and heals out for myself and teammates on toons that weren't heal-specific.
Quote from: Kaos Arcanna on March 29, 2013, 09:59:55 PM
See that would make me unhappy. I loved me some tossing around lightning bolts and heals out for myself and teammates on toons that weren't heal-specific.
This, earning incarnate abilites is worthless if they cant be used in 99% of the game's content
I'm sure that if CoX had continued on, at some point after the Omega slot opened, Incarnate content would have become 'legacy' content and become available to F2P. Once that happened, I imagine most new content would have been Incarnate enabled.
I suspect eventually they'd have started making incarnate slots that only worked in incarnate content, much like how the second and third level shifts only worked in trials.
Personally, I wanted some Incarnate abilities that were tailored to/different for each of the individual ATs. And I would've preferred more of them to be passive (or even toggles) rather than active click powers.
Quote from: Tenzhi on March 31, 2013, 04:05:13 AM
Personally, I wanted some Incarnate abilities that were tailored to/different for each of the individual ATs. And I would've preferred more of them to be passive (or even toggles) rather than active click powers.
Yeah, the continued homogenization of the game was becoming a turn-off for me. Seemed a lazy way to get the incarnate powers in-game sooner. For instance, the judgement powers turned everyone into a ranged blaster. I would have liked to see distinct powers for the various ATs. Wouldn't a melee character have preferred a judgement 'sword' attack or something? I look at Statesman's lightning storm fist attack. PB AoE doom for all.
I'm still sad that the Fist of Zeus wasn't an option for judgement powers. That and a giant oribtal death beam, for the techy types.
I would've liked to have seen judgement powers that did much higher damage than the others, but were small radius aoes like most melee sets had or really thin cones like dual pistols' piercing round, and capped at 5 targets. Just for the variety.
I still remember on the forums though, someone suggested a Fleet Judgement which was essentially what we later got as Vorpal Judgement. Another person suggested instead that a Fleet Judgement should toss an aircraft carrier at someone, like Propel turned up to eleven. I always kinda wanted that power, too. Just for the sheer absurdity.
I would like to see an 'Automobile' as a Travel power. Or motorcycle. I wouldn't think it would be hard to create that ability.
Quote from: MaidMercury on April 01, 2013, 12:33:23 AM
I would like to see an 'Automobile' as a Travel power. Or motorcycle. I wouldn't think it would be hard to create that ability.
Defiance has some nice vehicles in it. Paragon and the Rogues had the beginnings of with the arachnos flyer and longbow chaser you could summon with team mission tp.
I'd like to see pattern options on the smaller pieces of clothing (i.e., tiger stripes on a bikini comes to mind for some strange reason.) Look up LUM INVADER on Wikipedia for my main reason. (grin) The first character I made for the game on opening day was an Elec/Elec Blaster named Ramu in honor of one of my favorite Anime characters of all time.
Please get rid of the sexism inherent in the Mastermind pet sets. Why is it acceptable to have a female bossing male flunkies around, when male Masterminds have NEVER been given the option to boss an equivalent group of female flunkies? I guess Lawyers / Feminists trump Equality in this case?
Oh that reminds me. I'd make it possible to do car/boat/blimp surfing.
Quote from: MaidMercury on April 01, 2013, 12:33:23 AM
I would like to see an 'Automobile' as a Travel power. Or motorcycle. I wouldn't think it would be hard to create that ability.
In a way that made sense? Sky Raider Skiffs and Toxic Tarantulas inside office maps were already silly enough, but having player cars and motorcycles cruising around would have even more absurd. Well, motorcycles wouldn't have been that bad, but cars would've been plain dumb.
i suppose as vanity travel powers that only worked in open zones it might have worked to use vehicles, but of course they would have had to lock out all attack powers or created new animations for all attacks, which was why powers like the Coyote and Flying Carpet locked out power use.
Now all these limitations could of course have been overcome with enough time and money, but "it would be that hard to create". Which would be obvious if you'd been around for the Dev discussions of exactly those requests, or if you had in fact thought.
Now if they'd gotten the go-ahead to make CoH2 it would have been much simpler to incorporate vehicles, but the original codebase was not created with that sort of extensibility in mind and adding it would have been non-trivial.
So, yeah, i'd like to see player vehicles as well, but i have no illusions about how it would be easy. The Phoenix Project has a better chance of adding those, or if someone with really deep pockets convinced NCsoft to sell CoH and was willing to put the money into doing it it's a definite possibility. Still, not easy.
Quote from: Nyx Nought Nothing on April 01, 2013, 04:25:13 AM
i suppose as vanity travel powers that only worked in open zones it might have worked to use vehicles, but of course they would have had to lock out all attack powers or created new animations for all attacks, which was why powers like the Coyote and Flying Carpet locked out power use.
Or they could've made them like the Kheldian shapeshifting powers and given them their own limited powerset while toggled on.
Quote from: Nyx Nought Nothing on April 01, 2013, 04:25:13 AM
or if you had in fact thought.
Hey hey hey. There's no call for being rude. This thread's for talking about what changes you'd make, and Maid's idea was plenty good.
But if we are getting into specifics, the devs gave reasons in one of the Coffee Talks as to why they didn't make vehicle travel powers. One big part was strafing; you know, the thing where you walk to the side while looking straight forward? Vehicles with wheels don't move straight to the side, they have to turn in arcs. The other big part was turning in a full circle while standing still; vehicles have to be moving in order to turn. It would be too disruptive to see a current-day car or motorcycle sliding to the side or turning in place, because those kinds of vehicles just don't work that way. That's why every travel power they did introduce was based either on legs (walking, running), or floating (flying, hovering, sliding).
Easy to make or not, a lot of people would've bought and used a car or motorbike travel power. And if it was a
hoverbike? Hooo boy, you couldn't
keep me away from that sucker 8)
I would change only one thing in the coding, that would have repercussions throughout the rest of the game, and that is to use fractions, logarithms, or other curved functions to handle the base values in To-Hit and Damage Resistance.
1: You don't have a 40% defense matched against a 50% base enemy to hit. That renders a 3% buff much stronger in terms of how much it lowers incoming damage if it's added to someone with 40% defense than when added to someone with 0% defense... and useless if the target buffed has 45% defense already. Instead, total up Accuracy bonuses for an attack, and Defense bonuses from powers and buffs, and use a formula to adjust the base to-hit chance. That way, you don't run into caps making buffs/debuffs irrelevant, and you also don't run into a situation where some buffs make you 10x as strong defensively, but the person next to you only 2x as strong.
2: Same for Resistance (and its counter, Resistance debuffs).
Using fractional functions, we could have: ToHit = 50% * (1+Accuracy) / (1+Defense), as an example.
Using linear functions was just.... simplistic. Too simplistic to scale well. The results of that poor scaling brought us ED, major inherent PvP imbalances, etcetera. Without it we could have pretty much the same game, but a lot better balanced in all situations from the beginning.
I also wanted Vet 'pets' to be able to have custom colors.
Or at least be able to purchase one.....Vet 'pets' were just default colors. :o
Normal pets I saw had interesting effects after players started customizing them.
I don't know if anyone mentioned this before (or even if I have, I haven't read everything), but real long dresses.
Quote from: Risha on April 07, 2013, 04:39:21 AM
I don't know if anyone mentioned this before (or even if I have, I haven't read everything), but real long dresses.
animated.
An "It's Clobberin' Time" button that turns on all your toggle powers.
Actual building locations in-game for your supergroup base entrance, in addition to the regular base portals. I don't even care if seventeen other bases use the same door, but I want to pick a building in Talos, or Steel, or Terra Volta that I can walk in and out of.
Costume pieces for day jobs, so you can make secret identity costumes.
Quote from: blacksly on April 01, 2013, 07:33:17 PM
I would change only one thing in the coding, that would have repercussions throughout the rest of the game, and that is to use fractions, logarithms, or other curved functions to handle the base values in To-Hit and Damage Resistance.
1: You don't have a 40% defense matched against a 50% base enemy to hit. That renders a 3% buff much stronger in terms of how much it lowers incoming damage if it's added to someone with 40% defense than when added to someone with 0% defense... and useless if the target buffed has 45% defense already. Instead, total up Accuracy bonuses for an attack, and Defense bonuses from powers and buffs, and use a formula to adjust the base to-hit chance. That way, you don't run into caps making buffs/debuffs irrelevant, and you also don't run into a situation where some buffs make you 10x as strong defensively, but the person next to you only 2x as strong.
2: Same for Resistance (and its counter, Resistance debuffs).
Using fractional functions, we could have: ToHit = 50% * (1+Accuracy) / (1+Defense), as an example.
Using linear functions was just.... simplistic. Too simplistic to scale well. The results of that poor scaling brought us ED, major inherent PvP imbalances, etcetera. Without it we could have pretty much the same game, but a lot better balanced in all situations from the beginning.
The only problem I see with your equation is that if an opponent has a total defense of -1, then your equation ends up being divided by 0 and would crash the universe. =O
I almost want to say make it MORE simple. Remove ToHit all together. Find your accuracy ((Base accuracy+Buffs) * a power's enhanced acc modifier), then subtract the opponent's total defense. Then you have X, which I guess would technically be your final To hit chance. System makes a roll, and if the roll is less than or equal to X, then you hit.
The main problem with that in regards to CoH is that it's very possible to give ones self something like a 200% chance to hit (not even including debuffing an opponent's defense). Either the 5% floor and ceiling would have to be retained (though that makes the whole system essentially a D20 system which is where half the problem comes from), a hard cap on acc and defense would have to be implemented (not much better), or essentially doing what you suggested and create a scaling algorithm for determining actual to hit chances beyond the existing soft caps. *shrug*
Serverless gameplay.
Remember when Soldiers of Arachnos were bugged and the rifle powers didn't root you? That was AWESOME! The game felt so much more dynamic on my SoA and didn't break anything. They eventually fixed that "bug" though.
Seriously, remove rooting unless it's absolutely needed by the animation. I don't mind some rooting, but ALL powers causing it is a bit much.
Quote from: Lightslinger on April 10, 2013, 02:41:30 PM
Remember when Soldiers of Arachnos were bugged and the rifle powers didn't root you? That was AWESOME! The game felt so much more dynamic on my SoA and didn't break anything. They eventually fixed that "bug" though.
Seriously, remove rooting unless it's absolutely needed by the animation. I don't mind some rooting, but ALL powers causing it is a bit much.
/signed
I may have mentioned this one upthread (too lazy to look), but power rooting was, for me,
the part of the combat that made the game feel antiquated. Some of the other "old school" aspects of the code were brilliantly tweaked and enhanced by the devs (like the graphics engine...the game still looked pretty damn good right 'til the end), but rooting stuck out like a sore thumb for me. I've gotten spoiled by several newer MMOs with full "fight on the fly" capability, I guess.
Quote from: Dollhouse on April 10, 2013, 02:52:20 PM
/signed
I may have mentioned this one upthread (too lazy to look), but power rooting was, for me, the part of the combat that made the game feel antiquated. Some of the other "old school" aspects of the code were brilliantly tweaked and enhanced by the devs (like the graphics engine...the game still looked pretty damn good right 'til the end), but rooting stuck out like a sore thumb for me. I've gotten spoiled by several newer MMOs with full "fight on the fly" capability, I guess.
Yeah. I love being able to retreat and still attack.
the addition of Cars and hover vehicles. Always thought it would be cool to travel around the City in a car. I thought is it was really cool they were working on a moon base, when I adventured in the space enviorments through PI they always captured my imagination and I desired the development of that cosmic aspect. If that would have been implemented It would be cool to have space ships or shuttles that take you up there (or fly yourself if that is an option)
I don't think I would change it. It was perfect for me. They kept adding new content which I would pay for. The new powers, costumes, auras, missions and other content was perfect for me and my tendency toward creating alts. At this point I have moved on to CO but would return to CoH in a heartbeat if it could be returned to us in the as it was before the cancellation was announce. I still miss CoH.
I still wanted a custom signature attack up until the end, someone had created a great thread on the official forum that got a lot of support so it really is too bad that never came to fruition.
-Choose whether the primary effect was on the castor, allies or enemies
-Choose power animation. (longer animations buy you more points to spend on things like dmg, def, res, acc bonus etc)
Quote from: DarkCurrent on April 09, 2013, 10:50:26 PM
Serverless gameplay.
You mean what we have now?
/rimshot
Any game that I don't see the name NCsoft attached is nice.........even if all it is, is Mahjongg or Solitaire. :roll:
Quote from: emperorsteele on April 11, 2013, 01:28:25 AM
You mean what we have now?
/rimshot
Rimshot (http://www.instantsfun.es/badumtss) (HAD to do it!)
I didn't really want to make a new thread for this, so I'll ask the question here.
If a company did buy the City of Heroes IP and engine, would you want the original relaunched immediately? (perhaps with a virtual server so all characters are on the same server) Or would you prefer that they create a new City of Heroes 2?
CoH2 would have the same features CoH had, but better graphics, better balanced powersets, and better mission design (choices, no being sent to 15 different zones in the same story arc). But the catch is that, since it's a new MMO, you'd have to wait 2 or 3 years until it launches.
So which would you prefer?
I would want it relaunched immediately. Characters as they were, just let me in and let me play. <waves wallet>
Quote from: damienray on April 11, 2013, 03:24:03 PM
I would want it relaunched immediately. Characters as they were, just let me in and let me play. <waves wallet>
+3
+10000
Quote from: Peregrine Falcon on April 11, 2013, 03:20:04 PMIf a company did buy the City of Heroes IP and engine, would you want the original relaunched immediately? (perhaps with a virtual server so all characters are on the same server) Or would you prefer that they create a new City of Heroes 2?
The original, please. I have to admit that the game's genre (comicbook superheroes) never appealed to me all that much. I got dragged into the game by some good friends of mine (who
are fans of the genre), and stayed for over 8 years because...well, I think we all know how appealing the game and its community were.
Another superhero game, even a CoH 2, would only be minimally attractive to me. I'm already playing more technologically advanced games (in genres more interesting to me). I want my CoH community and characters back, thanks!
Quote from: Peregrine Falcon on April 11, 2013, 03:20:04 PMIf a company did buy the City of Heroes IP and engine, would you want the original relaunched immediately? (perhaps with a virtual server so all characters are on the same server) Or would you prefer that they create a new City of Heroes 2?
If it was me doing it, I'd put the original game up as it was aside from finishing Issue 24, and immediately start work on CoH 2. But that's me.
Something that would be kind of fun is if/when the game's brought back, they could do it issue-by-issue on a monthly basis. Start with issue 1, next month issue 2, then the next month issue 3, etc etc. The game's whole lifespan condensed down for people to experience all over again as it's 'rebirth'. Sure, that's about a 2 year process, but that gives them plenty of time to create a bunch of new content... or to just work on CoH2. Though I'm sure such a thing is probably not feasable- I doubt Cryptic/Paragon/NCsoft kept every single major update's code on-hand this far down the line and this long past shutdown.
Still, I see other games doing this sort of thing and say "that could be fun to experience again!".
Quote from: kelpplankton on April 16, 2013, 07:07:43 AM
Something that would be kind of fun is if/when the game's brought back, they could do it issue-by-issue on a monthly basis. Start with issue 1, next month issue 2, then the next month issue 3, etc etc. The game's whole lifespan condensed down for people to experience all over again as it's 'rebirth'. Sure, that's about a 2 year process, but that gives them plenty of time to create a bunch of new content... or to just work on CoH2. Though I'm sure such a thing is probably not feasable- I doubt Cryptic/Paragon/NCsoft kept every single major update's code on-hand this far down the line and this long past shutdown.
Still, I see other games doing this sort of thing and say "that could be fun to experience again!".
some yes, some no.
I hated the re-toggle the tank pvp game. one of the reasons I stopped going into pvp zones for years
Relaunch immediately.
Quote from: kelpplankton on April 16, 2013, 07:07:43 AM
Something that would be kind of fun is if/when the game's brought back, they could do it issue-by-issue on a monthly basis. Start with issue 1, next month issue 2, then the next month issue 3, etc etc. The game's whole lifespan condensed down for people to experience all over again as it's 'rebirth'. Sure, that's about a 2 year process, but that gives them plenty of time to create a bunch of new content... or to just work on CoH2. Though I'm sure such a thing is probably not feasable- I doubt Cryptic/Paragon/NCsoft kept every single major update's code on-hand this far down the line and this long past shutdown.
Still, I see other games doing this sort of thing and say "that could be fun to experience again!".
Oh hell no.
Quote from: kelpplankton on April 16, 2013, 07:07:43 AM
Something that would be kind of fun is if/when the game's brought back, they could do it issue-by-issue on a monthly basis. Start with issue 1, next month issue 2, then the next month issue 3, etc etc. The game's whole lifespan condensed down for people to experience all over again as it's 'rebirth'. Sure, that's about a 2 year process, but that gives them plenty of time to create a bunch of new content... or to just work on CoH2. Though I'm sure such a thing is probably not feasable- I doubt Cryptic/Paragon/NCsoft kept every single major update's code on-hand this far down the line and this long past shutdown.
Still, I see other games doing this sort of thing and say "that could be fun to experience again!".
That might be cool. I can't help thinking though, there'd be a lot of people unimpressed with having to wait 23 months before they could play their water blaster again.
How about this instead. While they're developing new content, or upgrading the engine, or making the sequel, they run "
Echo Servers". Each one is set to a key point in the development timeline, just before or just after a major change, and folks could play indefinitely at that point. There would be no advancement of course; perhaps crucial bugfixes, but no major changes or new features would be added to those servers. What you see is what you get. And there would be no server transfers or global mail between Echoes either, since some Echoes would be missing critical features that certain characters would need just to exist. For example, you're not going to run a Beam Rifle / Time Corruptor in the Issue 1 state of the game.
Looking Glass: Issue 1. No Villains, no Epic ATs, no respecs, no badges, no capes or auras. No ED. No PvP.
Destiny Manifest: Issue 7. Villains, Kheldians, SG Bases, ED, PvP.
Midnight Hour: Issue 12. Inventions, auction house, new Hami, radio & bank missions, Rikti invasions, Ouroboros, Cimerora, Soldiers of Arachnos.
Dark Mirror: Issue 17. Day jobs, second build, reward merits, level pacting, Mission Architect, power customization, ultra mode. Change to PvP.
Incarnate: Issue 20.5. Praetoria, tip missions, alignment merits, alignment changing, merged markets, one Inf to rule them all, gleemail, merged transits, universal hospital care, third build, inherent fitness, Leagues, incarnate merits, Null the Gull. Alpha through Destiny Incarnate abilities.
Freedom: Issue 24. New tutorial, new Atlas, Galaxy explodes. First Ward, Night Ward, Praetoria explodes. Extreme Makeover: Dark Astoria edition. In a hurry? Take the TUNNEL. Travel at 4, Ouro at 14, epic pools at 35. Shiny New Penny, Death of a Statesman. Power Pool customization, Invention bonus de-weakening, Trainers multiclassing as Tailors. Paragon Points, Super Packs, capes at level one. One haunted house and two blockbuster movies. Stalker Plus, Blaster Plus Plus, Hybrid Incarnate ability. A zillion badass powersets. The Skulls get over their fear of cooties and let girls join the club.
It would take either installing multiple versions of the client, or integrating a capacity into the launcher to "swap out" the file groups unique to each version. But I think it could prove itself worthwhile overall. Every single player who ever left the game over a certain major feature could come back to the game
they used to play. And then there's those who want to run in the past as well as the present, for comparison or nostalgia or even just for kicks.
I doubt anyone would ever do it, mind you, since they'd basically have to run customer support for six different games. But hey, as long as we're dreaming right? 8)
put issue 3 or 4 instead of 1 and you have a deal. :D
Yeah, running some sort of 'retro server' at a specific issue or 'retro progression server' that slides through them over time, alongside a modern one running the newest issue, would be the way to go- I wasn't saying they should make that the only option.
Quote from: kelpplankton on April 16, 2013, 10:19:45 PM
Yeah, running some sort of 'retro server' at a specific issue or 'retro progression server' that slides through them over time, alongside a modern one running the newest issue, would be the way to go- I wasn't saying they should make that the only option.
Ohhh okay. Well in that case your idea would probably be more likely, since there'd only be one other version to maintain and support. But either way'd it'd be seriously cool.
I only went with issue 1 cause I figured there should be a pre-ED option, and I wanted to spread 'em out a bit. 3 or 4 would be perfect too :D
Quote from: Triplash on April 16, 2013, 06:13:40 PM
Midnight Hour: Issue 12. Inventions, auction house, new Hami, radio & bank missions, Rikti invasions, Ouroboros, Cimerora, Soldiers of Arachnos.
WANT
Loved Issue 12.
I'd prefer the Issue 24 PvE to be honest, but a frozen Issue 12 PvP would be my preference.
Quote from: Sentry44 on April 17, 2013, 03:25:01 AM
WANT
Loved Issue 12.
I'd prefer the Issue 24 PvE to be honest, but a frozen Issue 12 PvP would be my preference.
This. So much this. I'd pay someone in Nazi gold just to have this.
Quote from: Peregrine Falcon on April 11, 2013, 03:20:04 PM
CoH2 would have the same features CoH had, but better graphics, better balanced powersets, and better mission design (choices, no being sent to 15 different zones in the same story arc). But the catch is that, since it's a new MMO, you'd have to wait 2 or 3 years until it launches.
So which would you prefer?
Your insinuation that everything CoH 2 would have would be better and overall a better game. I don't see where there's any guarantee that would be the case. Shinier graphics, maybe. Balanced powersets and mission design? Again no guarantee that what was come up with would be better than what we have. On the whole, I'll take option 1.
If CoX came back, I'd like to see a further expansion of the AT specific story arcs.
- Better graphics engine.
- Better servers.
- NO power proliferation. I liked having powersets unique to specific ATs - I felt that power proliferation was
way overdone.
- More zones/content.
- Revamped Mission Architect ( too many changes to list here )
- Revamped Base Editor
- Consolidation to just one currency.
- IO set bonuses that make sense. ( i.e. defense bonuses with defense sets, combat bonuses with combat sets, etc. )
- Removal of the store - all content purchasable in boxes instead of micro-transactioning to death.
- Incarnate content available to everyone.
- Enhanced character creater - ability to create morphed body parts ( i.e. Wreck-it Ralph with the oversized hands, fat characters, etc. )
Asymetrical costumes.
Quote from: saipaman on April 19, 2013, 03:41:53 AM
If CoX came back, I'd like to see a further expansion of the AT specific story arcs.
Wait...there were AT specific story arcs? How did I miss such a thing?
Quote from: silvers1 on April 19, 2013, 11:39:02 AM
- NO power proliferation. I liked having powersets unique to specific ATs - I felt that power proliferation was
way overdone.
I can agree with this a little.
I didn't feel ATs were unique enough that given the exact same powers they were widely different. A Rad/Psi Defense and a Psi/Rad Cor were virtually the same. One debuffed a bit more, the other could crit. If a newbie were to ask me the difference, I'd say there isn't a big enough reason to only go one or the other.
That being said, Psi blast on Blasters and Psi blast on corruptors were very different. I think powersets should have been altered to each AT rather than a direct port. That way you have people who wanted claw brutes happy, while not having Claw/Regen Brutes and Claw/Regen scrappers virtually the same.
If I could bring it back...I would do a few things..
One I would alter the Mission architect...it should have never given experience points...It should have given more tickets and been a way to get commodities...and other things....maybe costume options....but not enhancements either.
I would change the Auction house.....so that it was a global account auction house....instead of allowing ten trillion characters to each be able to make tons of bids on items...no instead it would be a shared system for all the characters on one account with a connected bank and slot system so you could trade items between characters that way.
I would alter the bases so that the user would have more control and be able to set up actual fighting areas and arenas and race tracks....and have more signs for the bases.
I would go through and revamp many of the missions that people where exploiting to power level and put in cool downs....making it so you would no longer get experience...but instead would get more influence or something else.
I would add in combat pets that you could level and raise independent of the character.
Aside from all that the game did pretty good.
Quote from: PsychicKitty on April 22, 2013, 06:41:33 PMIf I could bring it back...I would do a few things..
One I would alter the Mission architect...it should have never given experience points...It should have given more tickets and been a way to get commodities...and other things....maybe costume options....but not enhancements either.
Giving experience I don't have an issue with -- whether you're fighting real opponents or electronic hallucinations, you're still learning how to use your powers more effectively. Enhancement and salvage drops, no -- anything like that would be just as 'real' as your opponents, so you wouldn't have anything more than you entered with. Similarly, no influence/infamy/information -- taking the explanation of what 'inf' was from the devs -- a measure of your ability to get people to provide you with assistance (based on either their respect for you, their fear of you, or the information that you have on them or that they want) -- I can't see that crawling up your own electronic navel, no matter how skilled you become as a result, is going to earn you much in the way of respect or fear or real-world data. I have a mental image of a level-50 AE baby trying to buy some enhancements, and the merchant they're talking to is saying "You disappeared into the AE building the day you showed up in Paragon City, and didn't come out until now, and you want some of my targeting optics? What have you done for _me_, or for the _rest_ of Paragon City?"
In compensation, though, the ticket rate should be increased, and for each of the reward options there should be a higher-priced version that let you
pick the reward you wanted -- so you could, for example, either take a random roll on the tier-1 Arcane common salvage table for 8 tickets or pay something like 24 tickets to get the Luck Charm you wanted.
Personally, I think that if such a thing as the AE were to exist, it would actually COST you influence (or perhaps SG Prestige) to step inside such a marvelous facility, and the ONLY thing you could take away is the experience. The energy cast alone to power such a facility would be monumental, along the lines of a small national economy, and developers/engineers would be the highest paid in their fields.
Squealer
At the beginning of each mission there is one foe who, after being defeated, you can click on and bring up a dialogue window where you can interrogate him/her/it. If you chose to intimidate the Squealer for information, the map will reveal the location of all glowies and all foes will apear as moving markers.
That way people who want to quickly stealth through a mission could chose to do so. And there'd be fewer instances of running through a "defeat all" looking for a foe that wandered behind a stack of boxes, or a glowie that you just can't seem to find no matter how many times you go over the whole map.
They added that reveal function eventually, but it was tied to some strange timer and it seemed to take forever. I wanted a way to activate it so I didn't feel helpless to the mission spawning algorithm.
Quote from: Ice Trix on March 20, 2013, 07:19:57 AM
Online/Offline mode.
...with environment& rewards equal to MA Test mode when offline.
Thisthisthisthis a thousand times this. With an offline mode, even if the servers went dark (again, in terms of this hypothetical timeline), maybe we could theoretically still play the game - just always offline. In this case no servers = no way to connect to online mode... BUUUUUT no servers does not = no way to play at all. Then again I'm not tech savvy
at all so I could be completely wrong on this thought.
Regarding Mission Architect ... I never liked the concept of it being a simulator inside the game. I'd prefer something that would actually allow you to place instanced contacts within the world and place mission entrances in the world just like non-MA missions. It should feel like an actual "real-world" mission.
This is cool that there is still a COH community out there. I really miss this game and even play in a Mutants and Masterminds game with this as the setting. If I were to change anything about COH...
I'd have spent more time creating new maps. It got terribly monotonous at times running through the same maps over and over and over.
Space adventures! I hope I didnt miss this having left CoH in 2008 or but there were always rumors about cosmic adventures. I wish that had happened. If it did I'm ever sadder.
Quote from: trexnco on April 25, 2013, 04:01:30 PMI'd have spent more time creating new maps. It got terribly monotonous at times running through the same maps over and over and over.
This is something I spoke with Positron about at one of the SDCC booths that NCSoft ran. I'm sure that everyone has recognized that the mission maps were made up of 'blocks' of interior that were linked together in various ways -- which cuts down enormously on the work required to create a new map at the cost of seeing the same structures over and over and over again in maps. It seemed to me that the existence of these predefined blocks could be used to allow creation of custom maps, and I asked Positron whether it would be possible to create a 'snap-together' map creator to allow us to create new maps by linking these pre-defined map modules together.
Unfortunately, the map design was still mired in the hand-tweak era. While the blocks
did exist in their map designer, there was no linkage mechanism; a map designer could add an entire map block as a unit to a map, but would then have to fiddle with positioning it by hand to get corridors to line up. I'm sure that all the long-term players have encountered a map where a corridor 'ends' in a black wall, and if you walk into the wall, you'll be in the continuation of the corridor, and if you turn around you can see the uninterrupted corridor -- these are map errors where the map designer didn't get the chunks lined up right, and the rendering engine draws a black wall at the join for one side or the other. They would have needed to do a complete restructuring of the data structures for the indoor maps to allow the building blocks to be stored as units with their link points defined, with the map file diagramming how the units linked to each other. Basically, it would have been a rewrite with roughly the same level of effort as power customization, and they already had too many other things they were working on. Still, it was something that he wanted to see done, and I have no doubt that, if the game hadn't been closed down, we would have seen both user-generated maps and a random mission map generator that could have made a significant fraction of door mission maps unique.
This is, incidentally, one of the advantages that the Phoenix Project has as a newer, modern game: we can learn from these sorts of things and build ours to be more easily modular.
Quote from: srmalloy on April 25, 2013, 06:16:07 PM
whether it would be possible to create a 'snap-together' map creator to allow us to create new maps by linking these pre-defined map modules together.
Back when I first heard the idea of pitching City's purchase to other companies, my first thought was Runic Games. (They're the company that made Torchlight 1 & 2, and are largely made up of the people that made Diablo 1 & 2.) They had said that one of the possible next steps after TL2 was released, was to make an MMO set in that world. They had already added multiplayer in TL2, and MMO was a step they wanted to take but they were hesitant because of the much higher complexity.
My idea was to pitch to them to pick up CoH, so they could run it in maintenance and use it to study a working MMO from the inside. In time they could also make small additions for it to help familiarize them with developing and releasing content for a live MMO. One of the additions I was going to emphasize was a map randomizer. With Runic's background, they certainly know how to randomize a map seamlessly.
I still think it would be a good idea - and it's much better timing now that TL2 has been released and is stable. Right now they're in that stage where they're considering what project to start next. But as always there's that whole "NCsoft's just not selling" bottleneck.
Quote from: Triplash on April 25, 2013, 06:49:57 PM
But as always there's that whole "NCsoft's just not selling" bottleneck.
Ahhh there's the rub. Someone's going to have to basically make them an offer that they can't refuse if they want a genuine shot at picking up CoH.
An offer they can't refuse...
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Enchantment and domination spells aren't my strong suit. Now, if you can get some sort of undead in control of the company, I could compel its obedience...
I would have liked to see a supergroup costume slot. And the SG leaders could pick and lock pieces and colors. That way you could have everyone with red flaired boots and gloves, or blue and yellow capes.
Or tails. Or robot legs. Or zombie skulls.
A Mind Control Mastermind set. Your Minion, Lieutenant and Boss powers would all instablick an enemy (for 0 XP) and give you a pet of the same type, level appropriate. (There'd obviously have to be limits, so you couldn't walk through a mission killing everything with a one-shot, one-kill power, but I think you could overcome it.)
Quote from: BadWolf on April 26, 2013, 05:25:24 PM
A Mind Control Mastermind set. Your Minion, Lieutenant and Boss powers would all instablick an enemy (for 0 XP) and give you a pet of the same type, level appropriate. (There'd obviously have to be limits, so you couldn't walk through a mission killing everything with a one-shot, one-kill power, but I think you could overcome it.)
With that in mind, an illusion control dominator set. I always wanted that and I still do. ILLUSION/MARTIAL DOMINATOR FTW
Something that just occurred to me.
You know what I'd like to see in a returned COH?
Much less Enemy Mez Powers ... or a built in breakfree like Champion Online's "hit the Z" button.
Not too sure what to make of AE.
When it first appeared, the place was FULL of heroes. I had no choice but to hang out there to be invited to a team. It was intriguing to create custom missions...I wouldn't have made it a simulator.
I would have made it a sort of programmable 'contact'...that way you still get custom missions without the simulator. The missions would remain real....just options, like day jobs.
I did like the extra Store to shop at....maybe that's me. :roll:
Same thing when 'Going Rogue' came out. People were all running Apex, Tin Mage, etc.....I felt left out after awhile and went ahead and purchased the pack so I could play on those teams.
Another couple thngs I would change:
- Remove the unresistable damage attacks commonly found in incarnate trials. When playing a tank, i found it very frustrating
that my primary power set was fairly useless. I was just as squishy as anyone else. Respect the power sets....
- Put back in the "1 shot" rule - used to be no one could be one shot killed by anything. That went
out the window with the incarnate trials.
I wouldn't change anything.
The bits that I wasn't keen on, other people liked. Some of the bits that I liked, other people weren't keen on.
The variety of options in the game was what made it IMO, so reducing that based on utterly biased personal opinion would reduce the viability of the game to attract the diverse crowd that made up its community, so I'd leave it as it was.
But that may be because I'd learned to trust Paragon with the game. If you'd asked me when Cryptic still had the reins, I'd have had a different response, partially because I was younger and naive about MMOs, and partially because I didn't have the hindsight I have now.
Customizable MM pets or, if that's not feasible, at least a gender toggle that let you choose between a male/female/large version of each.
Yes, everyone's said it, but offline mode. I probably wouldn't use it while the game was live, but it'd make a big difference to things now.
/radiation and /kinetics for Masterminds. Because 1) I want atomic zombies, and 2) I would like to be an unstoppable god of war with minions buffed to impossible degrees. (OK, they'd probably balance it, but...)
Ice Armor for Brutes. Have your toggles generate Fury to compensate for the Fury you lose by being attacked less.
Rogue and Vigilante-specific content, especially redside Vigilante content and blueside Rogue content. What's the point of being able to go to the "other side" if there's nothing for you to do there?
More Incarnate content, especially more solo Incarnate content. DA was a big "gateway drug" to me to Incarnate stuff, because I no longer felt like I'd be stuck logged in and waiting for a trial if I played past 50.
Finish those Incarnate trees! Omega FTW, baby!
Praetorian content to 50, including the ability to change sides from Loyalist to Resistance and back all the way up.
More zone changes after completing specific events. Also, by the same token, villain changes after completing specific events, using the tech that puts Voids and Quantums into missions. So for example, if you fail a particular mission, like the Sky Raiders' "Steal the Cryonic Armor" mission, you're tagged as having failed and the game starts including "Cryonic-Armored Sky Raider" minions in your Sky Raider spawns. Later, you'd get a mission to destroy their production facility, which would remove that tag.
A change of heart on Primalists.
Scalable weapons. When I shrink my character, it'd be nice if I had the option of leaving the mace at the same size.
Shoulder parrots.
Whip Melee!!!!!
More Epic Power Pools.
...um...Animal Blast, a Blaster primary that uses as its starting basis the three ranged attacks from Beast Mastery?
OK, that's probably a sign I should stop for now. :)
Jumping to the end here...
I'd make purple IO set recipe drops to be possible even when you're not at level 50. It was a set percent chance of happening at 50, right? So say if you've got a brand new level 1 character, you'd have a 1% chance of THAT chance to happen. A very rare occurrence, fittingly.
As you go up in level, that chance steadily increases.
The IOs themselves should always be level 50. Maybe if you happen to get one at under level 10, you can go to one of your contacts and he or she could be like, "Oh my, how did you get THIS???" or something, lol.
Quote from: CoyoteSeven on April 29, 2013, 10:33:19 PM
Jumping to the end here...
I'd make purple IO set recipe drops to be possible even when you're not at level 50. It was a set percent chance of happening at 50, right? So say if you've got a brand new level 1 character, you'd have a 1% chance of THAT chance to happen. A very rare occurrence, fittingly.
As you go up in level, that chance steadily increases.
The IOs themselves should always be level 50. Maybe if you happen to get one at under level 10, you can go to one of your contacts and he or she could be like, "Oh my, how did you get THIS???" or something, lol.
Actually, if you participated in special events, like Rikti invasions - you already had a chance to get a purple at any level. Got one once on a level 20 something blaster.
Quote from: BadWolf on April 29, 2013, 07:13:24 PMIce Armor for Brutes. Have your toggles generate Fury to compensate for the Fury you lose by being attacked less.
I thought that being
attacked, not being
hit, was what generated Fury for a Brute. Doing it any other way penalizes Brutes for Defense powers.
Quote from: srmalloy on April 30, 2013, 08:20:14 PM
I thought that being attacked, not being hit, was what generated Fury for a Brute. Doing it any other way penalizes Brutes for Defense powers.
He means the result from chilling embrace, which would cause your enemies to attack less often, thus lower fury generation.
Quote from: Reiraku on April 30, 2013, 09:08:54 PM
He means the result from chilling embrace, which would cause your enemies to attack less often, thus lower fury generation.
And yet Brutes could use Dark Armour, which contained the wonders of Oppressive Gloom and Cloak of Fear, both of which would reduce the frequency of incoming attacks, quite drastically.
I never really understood the omission of Ice Armour on that reasoning.
But since I had a Dark Armour Tanker and an Ice Armour tanker by the end, I wasn't too bothered, either.
The only time I repeated a powerset was Willpower, and that was for character concept reasons, the curse of wanting 'normals' in CoH :)
Most of my improvements would be cosmetic, except the first one.
I'd want a Huge female character option. And while many insisted that the Huge was gender-neutral, there were 30 some-odd faces - all distinctly male. Kind of blew some of my wanted character concepts with that. Basically, I'd love to have the same large array of female faces available for Huge, boobs or not. I also liked the suggestion for pets not being specifically male. I'd probably be dreaming to have pets' costumes designable or even just given colour choices, but might as well ask. ;D Not having that option is why I never played an MM.
This is more to character creation, but it was annoying that some of the newly released weapon classes could not be previewed until you had already bought the set. How silly is that? Carrying over the awesome Beta option to let us colour our Epics and colour (or minimalize FX) our basic powers (Sprint, Combat Jumping, etc.) would be terrific. How many times has Combat Jumping ruined a look? And I'd definitely like to keep being able to have cape/aura packs from level 1. Prettttttty. I would have liked for more of the auras to offer Feet options. I also like the idea of different placement for chest logos (centre/front shoulder, regular sized/smal).
I don't know if it would be possible, but letting us choose our eye colour for different faces would be great. There were some faces I would have loved to have, had I been been able to have all white pupils.
So - Titan rocks, thanks for letting us get our Fix in the Icon. I still make my friends look at my costumes when they visit (all non-gamers, sadly). And I still can't find a game to play; compared to CoX, they all SUCK. Champions' "Fly" made me weep.
Cripes, almost forgot. More red side content! The stories there were fascinating, as was the unique architecture of the buildings. I loved red side, but there rarely people to team with. More Gold side, as well. Loved going to Praetoria. Leaving at level 20 kind of sucked. I liked that you could bring blue/red side toons through Pocket D.
Peace, Creepy Cookie.
PS: It goes without saying that I'd pay/play the game - as it stands - with no further updates, til the End of Time.
@Rainbow Serpent: Elhaz Te'Naith, Jade River, The Creepies (Candy/Cookie), Sol Kenaz, Queen Nih'ven
Moving lips...
changing expressions.
Quote from: Canine on April 30, 2013, 10:43:47 PM
And yet Brutes could use Dark Armour, which contained the wonders of Oppressive Gloom and Cloak of Fear, both of which would reduce the frequency of incoming attacks, quite drastically.
I never really understood the omission of Ice Armour on that reasoning.
But since I had a Dark Armour Tanker and an Ice Armour tanker by the end, I wasn't too bothered, either.
The only time I repeated a powerset was Willpower, and that was for character concept reasons, the curse of wanting 'normals' in CoH :)
I completely agree on the Ice Armor part. Having seen them in CoV beta before they adapted Energy Aura, I had always wanted one. It didn't help that Fury generation was broken before they removed it.
Quote from: Golden Ace on May 01, 2013, 12:58:02 AM
Moving lips...
changing expressions.
This. And mobile hands/fingers
This may sound crazy, but one thing I would change would be taskforce team size requirements. Some of the tfs - Synapse and in the shard - were pretty tough to get started, even if you did have a couple of friends that would tag along. (at least on the smaller population servers) Or, alternatively, just combine all the servers to one server without that 50 player to a zone limit. I understand why that limit was in place, but it would be nice in a perfect world to just have everyone on one server be on one map, if they so chose.
I'd adjust defenders some. I found some sets the defender him/herself couldn't benefit as much from using as a corruptor could, particularly kinetics, due to the defenders lower damage ratings. I'd say adjust and give them a smaller "mini crit" that was like a 5% chance with 25% of there damage on crit for a team with full health, to encourage the damage mitigation they can provide more. I also consider that due to the fact that controllers could sometimes outdamage defenders due to the critical strike factor they got(containment). If not based on health then I'd say based on the number of teammages benefiting from buffs the defender uses. Just as long as defenders were more in the middle of the damage corruptors and controlers could do I'd be happy to see that. They excelled at the buffs/debuffs but damage being lower then some controllers just irked me sometimes, and mislead some people into thinking they were a "healer" class even though defenders had so many other buff/debuff sets that focused on everything else that often out-performed empathy.
Quote from: ukaserex on May 04, 2013, 08:49:58 PM
This may sound crazy, but one thing I would change would be taskforce team size requirements. Some of the tfs - Synapse and in the shard - were pretty tough to get started, even if you did have a couple of friends that would tag along. (at least on the smaller population servers) Or, alternatively, just combine all the servers to one server without that 50 player to a zone limit. I understand why that limit was in place, but it would be nice in a perfect world to just have everyone on one server be on one map, if they so chose.
Back in the day, yezz...It was easy to recruit. Later it did get harder to fill all 8 slots on many nights.
Within the attention spans of younger heroes, heroines. People preferred Magi farms, Incarnate TF's,
from what I recall. Rikti Motherships Raids were exception, I suppose they were
CoH Superbowl Sundays. :roll:
Another tning I wanted so much, which they never catered to - the ability to touch/utilize moving vehicles.
From cars to boats, and even the blimp in AP - I just wanted to be able to hop on top and take a ride...
I was also greatly disappointed when I parked my invuln tanker in front of the moving train and "Immovable" wasnt as advertised.
Would have loved to have had a "Hancock Moment" there.
Ever since I played Infamous, I've kind of wished CoH had more aiming and mobility and dimension to it's combat. I've gotten super excited for Project Awakened since it looks like it combines my favorite elements from both games.
Quote from: Turboski on May 06, 2013, 04:43:42 AM
I've gotten super excited for Project Awakened since it looks like it combines my favorite elements from both games.
http://projectawakened.com/
For me, a pet peeve in CoH was the ability of other players to change the way my character or our entire team looked. I didn't like being covered in fire, ice, demon flames, darkness, etc.
It got much worse when two changes were made: 1) the ability for the player to customize the color of the visual effects, and 2) the player could affect the entire team or league by targeting just one member. These changes meant that Captain Colorblind could create Team Eyesore with just one click.
After those changes went into effect, I was on a Numina task force where, in the first mission, a mastermind with Thermal Radiation cast Fire Shield and Plasma Shield, instantly covering his pets and seven teammates in double flames, which had been custom colorized brightest, most glaring day-glow green. The screen was filled with flaming green animations, pretty much obscuring everything else... and we had more than an hour to go of this visual assault.
I had hoped that Null the Gull's powers would be expanded to give players the option to turn off visual effects from other players' powers; but, I never read even a rumor of this capability being added. I would have voted for it to be top priority--ahead of new zones, new trials, new story arcs, and anything else.
Quote from: Todogut on May 06, 2013, 10:28:07 PM
For me, a pet peeve in CoH was the ability of other players to change the way my character or our entire team looked. I didn't like being covered in fire, ice, demon flames, darkness, etc.
It got much worse when two changes were made: 1) the ability for the player to customize the color of the visual effects, and 2) the player could affect the entire team or league by targeting just one member. These changes meant that Captain Colorblind could create Team Eyesore with just one click.
After those changes went into effect, I was on a Numina task force where, in the first mission, a mastermind with Thermal Radiation cast Fire Shield and Plasma Shield, instantly covering his pets and seven teammates in double flames, which had been custom colorized brightest, most glaring day-glow green. The screen was filled with flaming green animations, pretty much obscuring everything else... and we had more than an hour to go of this visual assault.
I had hoped that Null the Gull's powers would be expanded to give players the option to turn off visual effects from other players' powers; but, I never read even a rumor of this capability being added. I would have voted for it to be top priority--ahead of new zones, new trials, new story arcs, and anything else.
This
Quote from: Turboski on May 06, 2013, 04:43:42 AM
Ever since I played Infamous, I've kind of wished CoH had more aiming and mobility and dimension to it's combat. I've gotten super excited for Project Awakened since it looks like it combines my favorite elements from both games.
This. Project Awakened looks so so so so good. Love the twister in the trailer.
Quote from: Todogut on May 06, 2013, 10:28:07 PM
For me, a pet peeve in CoH was the ability of other players to change the way my character or our entire team looked. I didn't like being covered in fire, ice, demon flames, darkness, etc.
It got much worse when two changes were made: 1) the ability for the player to customize the color of the visual effects, and 2) the player could affect the entire team or league by targeting just one member. These changes meant that Captain Colorblind could create Team Eyesore with just one click.
After those changes went into effect, I was on a Numina task force where, in the first mission, a mastermind with Thermal Radiation cast Fire Shield and Plasma Shield, instantly covering his pets and seven teammates in double flames, which had been custom colorized brightest, most glaring day-glow green. The screen was filled with flaming green animations, pretty much obscuring everything else... and we had more than an hour to go of this visual assault.
I had hoped that Null the Gull's powers would be expanded to give players the option to turn off visual effects from other players' powers; but, I never read even a rumor of this capability being added. I would have voted for it to be top priority--ahead of new zones, new trials, new story arcs, and anything else.
Speaking of null the gull, uhmm...is a bird like creature of this sort going to be added in the two up coming projects anyone know of?
Shadow Shard. I found the look of these zones to be enthralling but they were quite onerous to get around and mostly served to host task force contacts as opposed to real ones. The fact that there were so many shadow shard zones that were filled with content for content's sake makes them way overdue for an overhaul. Even then, Considering the Cathedral of Pain was made up and running again, wouldn't it have been nice to find out more about this supposedly dimension destroying Rularuu? If he's so powerful he should have much more story. Here are my proposed fixes:
1. Make the zones co-op.
2. Revamp the task forces so they are as well paced and fun as current ones (also to make some of them doable for Villains)
3. Increase the level range of the content. Technician Naylor sent villains off to fight Shadow Shard monsters at earlier levels than they spawn in the zone so it seems fair.
4. Revamp the zones so they look nicer and so everything is closer together to reduce travel time and the need for jet packs.
5. Regular story arcs for each zone.
A special zone in the training room that lets you play as any build at level 40. Of course, characters made this way will be deleted after some time, will only be able to be in this zone, and can only partake in an extreme limited number of missions.
I would love to revamp some of the maps, especially cave maps. The cave maps were rather tedious to navigate at times. In general, I'd just like to have more maps even if it was some modular randomizations.
More costumes options, particularly in the realm of bulky jackets.
Quote from: Todogut on May 06, 2013, 10:28:07 PM
For me, a pet peeve in CoH was the ability of other players to change the way my character or our entire team looked. I didn't like being covered in fire, ice, demon flames, darkness, etc.
It got much worse when two changes were made: 1) the ability for the player to customize the color of the visual effects, and 2) the player could affect the entire team or league by targeting just one member. These changes meant that Captain Colorblind could create Team Eyesore with just one click.
After those changes went into effect, I was on a Numina task force where, in the first mission, a mastermind with Thermal Radiation cast Fire Shield and Plasma Shield, instantly covering his pets and seven teammates in double flames, which had been custom colorized brightest, most glaring day-glow green. The screen was filled with flaming green animations, pretty much obscuring everything else... and we had more than an hour to go of this visual assault.
I had hoped that Null the Gull's powers would be expanded to give players the option to turn off visual effects from other players' powers; but, I never read even a rumor of this capability being added. I would have voted for it to be top priority--ahead of new zones, new trials, new story arcs, and anything else.
At the end you could dispel buffs like that cast on you.
But I always wanted a graphics options like suppress fx that would blank out those buffs on others.
Quote from: ukaserex on May 04, 2013, 08:49:58 PM
This may sound crazy, but one thing I would change would be taskforce team size requirements. Some of the tfs - Synapse and in the shard - were pretty tough to get started, even if you did have a couple of friends that would tag along. (at least on the smaller population servers) Or, alternatively, just combine all the servers to one server without that 50 player to a zone limit. I understand why that limit was in place, but it would be nice in a perfect world to just have everyone on one server be on one map, if they so chose.
This recommendation is for a private server if one ever were to happen; I would remove all the level restrictions and team requirements for TFs. Want to try to solo a STF? Give it a go! Want to try ITF at level 10? It will be tough but why not!
A private server won't have to function like a normal server, we're not as worried about customer retention, the community is what does that for a private server, not artificial limits and content gating.
That it ever got shut down to begin with.
Remove NC Soft Logo from anywhere in or on the game.
Quote from: HEATSTROKE on May 20, 2013, 03:49:59 AM
Remove NC Soft Logo from anywhere in or on the game.
(https://i.imgur.com/2QaM0eZ.gif)
Honestly, some of these things ya'll suggest make me cringe.
More so because I loved the game the way it was and of what was coming to us.
The only thing I'd change?
Buff Scrappers & Brutes >:D
Just had another fun round of playing League of Legends. There's nothing like having people yell "GO TO THE POINT! NO, I'M NOT TELLING YOU WHERE THE POINT IS, JUST GO THERE!", followed by muttering to each other in French (except for one word, "noob"), all the while I'm being slaughtered left and right by so-called "Beginner" bots to remind me that there's nothing I'd change about CoH.
Nothing at all.
I want it back exactly as it was.
Quote from: HEATSTROKE on May 20, 2013, 03:49:59 AMRemove NC Soft Logo from anywhere in or on the game.
No... I think that people might consider it appropriate to have the NCSoft logo (or, rather, parts of it) appear on some of the trashed billboards in the various ruin zones, defaced and difficult to make out, a relic of a time long gone.
That bit in the loregasm Q&A about incarnates being wiped from existence prior to CoH2. Paragon killing off our characters of 10+ years would not have gone over well at all.
Change it to loss of power, that gives the option of continuing with our beloved characters and makes sense for starting again from level 1.
More villain love.
More base love.
Even more costume options
Quote from: Xieveral on May 20, 2013, 05:09:56 PM
That bit in the loregasm Q&A about incarnates being wiped from existence prior to CoH2. Paragon killing off our characters of 10+ years would not have gone over well at all.
Change it to loss of power, that gives the option of continuing with our beloved characters and makes sense for starting again from level 1.
More villain love.
More base love.
Even more costume options
Might have been interesting if COH2 had taken place in the future ... say 100 years or longer after the end of COH ... would allow them to run both games concurrently in case COH2 failed.
PvP.
The Umbra Beast for domis was set to defensive, which it annoy since it wouldn't attack held things. . . Not sure if it was ever repaired or not though.
That one they did fix, but they kind of overdid it a little. Or maybe it just had a +perception power or something, because it'd beeline for the other side of the map the moment you summoned it sometimes.
I think I'd rather have seen "City of Heroes 2: The Golden Age".
Gravity Control: Propel
Animation and damage would stay the same, but get rid of the trash throwing and replace it with a mini Singularity projectile that you pull from the Earth's core. Graphics would be more in line with the rest of the set.
Quote from: CycloneCyan on May 12, 2013, 08:52:44 PMI would love to revamp some of the maps, especially cave maps. The cave maps were rather tedious to navigate at times.
A big immersion-breaker for me was how easy it was to get snagged on small map projections and stopped cold. "Where's Sailboat?" was all too often answered by "Hooked on a post/stuck on furniture/torchblocked." We're
super-powered; the idea that I could be paralyzed by a wall sconce is both ludicrous and sad. I always wanted either a tiny repulsion field around my character's box that would allow me to defect off scenery, or perhaps a "fuzzy" location where the game simply didn't recognize essentially minor conflicts between my character box and the scenery. Or better pathing. Or smoother maps. Or
something.
Quote from: Energy Aura on May 29, 2013, 12:40:53 PM
get rid of the trash throwing
NOOOOOOOOOOOO!!! $$e grief :gonk:
That junk was the only reason I
had a gravity controller. In fact, Propel was the only reason I had a controller of
any kind. Hucking random crap at people made life worth living!
If you want to put Propel somewhere else, or add an entire powerset based around throwing random junk, well okay then, bring it on. (That singularity thing actually sounds pretty good.) Otherwise you can have my Propel when you pry it from my cold,
dead arrested hands! :P
I would have any smashing attack, if it drives the target's HP past some threshold below zero, to do a large magnitude knock back on the now unconscious critter. I want finishing blows to knock critters across rooms.
Quote from: Sailboat on May 29, 2013, 01:58:43 PMA big immersion-breaker for me was how easy it was to get snagged on small map projections and stopped cold. "Where's Sailboat?" was all too often answered by "Hooked on a post/stuck on furniture/torchblocked." We're super-powered; the idea that I could be paralyzed by a wall sconce is both ludicrous and sad. I always wanted either a tiny repulsion field around my character's box that would allow me to defect off scenery, or perhaps a "fuzzy" location where the game simply didn't recognize essentially minor conflicts between my character box and the scenery. Or better pathing. Or smoother maps. Or something.
Don't forget the sticky fences/walls, where if you were actually
touching the surface when you tried to jump, you somehow adhered to the fence and were unable to jump over it.
Having all of the 'loose' furniture (i.e., anything not physically bolted in place, like park benches) being given a weight and made able to be knocked out of the way would be an interesting QoL upgrade, albeit at the expense of more processing requirements. Still, Propel does it, so the physics for it should be in the game already.
Quote from: FatherXmas on May 29, 2013, 04:07:02 PM
I would have any smashing attack, if it drives the target's HP past some threshold below zero, to do a large magnitude knock back on the now unconscious critter. I want finishing blows to knock critters across rooms.
Oh, me like!
Quote from: Triplash on May 29, 2013, 03:45:15 PM
NOOOOOOOOOOOO!!! $$e grief :gonk:
That junk was the only reason I had a gravity controller. In fact, Propel was the only reason I had a controller of any kind. Hucking random crap at people made life worth living!
If you want to put Propel somewhere else, or add an entire powerset based around throwing random junk, well okay then, bring it on. (That singularity thing actually sounds pretty good.) Otherwise you can have my Propel when you pry it from my cold, dead arrested hands! :P
I'd get behind adding an alternate animation that had an effect like that instead of the random junk, but replacing the random junk entirely? Hell no.
Quote from: Ice Trix on March 20, 2013, 07:19:57 AM
Online/Offline mode.
...with environment& rewards equal to MA Test mode when offline.
Not to create a firestorm here, but does the idea of the Xbox One not seem like a good platform for this? Yes it is a console and I can't imagine trying to function on CoX the way I used to on a console, but I know they are good for online/offline switching. Never tried an MMO that I could switch to offline so please explain how this works/worked. I R A n0ob.
I wouldn't change much, but one real obvious
1) The biggest hindrance of CoX was by far it's slightly outdated graphics.
- New content graphics/costume pieces were incredible! but a 7-8 year old game is going to have outdated graphics in some of it's content unless you have the resources to do an entire overhaul.
- CoH as a whole was incredible. All the Archetypes, Powersets, and ability to fine tune your character for your specific play style needs with the Invention system and enhancement pool was incredible in itself.
- Having the ability to team or solo significant missions, self or others created AE missions, or anything really that was more meaningful than just mindless grinding for hours.
- The costume creator.. enough said.
- All the incredible zones, each having something unique to offer even if it was only different enemy groups.
- I could go on for days but the game itself was wonderful as far as I'm concerned. A simple graphic update would have blown every other game out of the water.
Loved the game as is. Graphics could stand tweeking, but overall wouldn't change a thing.
In fact, I wish the Plan Z projects all of the luck they are going to need, but I'd rather just have a private server of CoH. That is, if NCSoft never lets go of the IP.
Quote from: HeatSpike1 on June 09, 2013, 01:38:11 AM
I wouldn't change much, but one real obvious
1) The biggest hindrance of CoX was by far it's slightly outdated graphics.
- New content graphics/costume pieces were incredible! but a 7-8 year old game is going to have outdated graphics in some of it's content unless you have the resources to do an entire overhaul.
Yeah, a full overhaul in the style of WoW Cataclysm was one thing CoH really did need. Not even any major changes, just redo all the old content so it matches the higher standard set but the newer stuff. Sadly, while Blizzard had the resources to pretty much rebuild their entire original game, Paragon didn't. Not that it stopped them redoing stuff at a slower pace.
Right.
I'd very much like for them to get rid of Matthew Habashy, and bring back the origin-specific first contacts. Running every new toon through him got so boring that, even if I didn't run the new toon through Death From Below, I still did whatever I could to out-grow Matthew, and pass him by.
Speaking of which, if I had to re-start a toon after messing him up (especially on a free account with no respec), DFB was handy for getting his replacement up to where the original had been. Otherwise, I think I'd like for that to go, too. Far too many new players probably ended up thinking that that was all there was to the game, and they missed out on some really great content.
If they insist on keeping the 5th Column, they should also make an adaptation so that 5C don't interfere with street-hunting the Council nearly as much as they did. They made it frustratingly difficult to complete those missions, especially in Steel Canyon.
I still don't understand why passer-by NPCs got hard hats, but my construction-worker-turned-earth-dominator couldn't have one. Also, my private eye needed a cloth trench coat; the leather one looked silly. But this paragraph is negotiable. :)
Oh, and please let us opt out of the show-offy gun-twirling in Dual Pistols; that got old really fast.
--Super Firebug
Incoming munitions always have the right of way.
1- The reason for the NEED for DFB runs was not all the new people coming in, but rather that so many had been through the standard starter missions so many times it became tiresome, yet for so many with alt-itis, we still wanted new lowbies coming in. Make it so that after running through the origin arcs a dozen times or so, you have the OPTION to simply bypass with enough xp to start at a slightly higher level. This works fine in other games and means you don't have to keep adding new starter material to keep it interesting.
2- Badges: love them, hate having to do entire mission arcs with 30, 40, (ok 80) alts to badge them all... I'd like more of those badges to be account-wide. Not all... some things with bragging rights need to be per-character.
Quote from: Super Firebug on June 14, 2013, 11:39:56 PMIf they insist on keeping the 5th Column, they should also make an adaptation so that 5C don't interfere with street-hunting the Council nearly as much as they did. They made it frustratingly difficult to complete those missions, especially in Steel Canyon.
Actually, all that needs to be done is to apply some proliferation to the spawns. When the devs brought back the 5th Column, virtually all of the spawns that had been 5th Column, then Council, turned into mixed 5th Column/Council spawns, and they'd start fighting the moment you got close enough to attack them, so it was a race between you and whichever side you weren't hunting to take down the rest. What we need is to have the spawns broken out so that most of the spawns are either all 5th Column or all Council, with a small number being a mixed spawn of both that start fighting. Or, for an increased effect, make all the spawns uniform as all 5th Column or all Council, and set up a bunch of spawn points for an in-zone event like the one in Nova Praetoria between the PPD and the protesters, where 5th Column and Council would show up and start fighting.
It might be ugly to make the AI handle it, but it would add to immersion if the 'fighting' spawns had additional aggro logic so that if you were to come up to a mixed spawn of, say, Rikti and Carnies and began attacking the Rikti, the Carnies would stay neutral to you as long as there were Rikti left and you didn't attack any of the Carnies (a sort of 'enemy of my enemy' thing). Certain mob groups, like the Rikti, could automatically be hostile, giving some additional variation. One of the things that would make this ugly to implement is how Taunt effects worked; it wouldn't be even across ATs if Tankers were unable to make use of it because their punchvoke aggro'd everyone in the spawn regardless of which side they attacked.