Titan Network

Community => City of Heroes => Topic started by: RGladden on March 31, 2015, 01:50:10 AM

Title: City of Heroes 1.5
Post by: RGladden on March 31, 2015, 01:50:10 AM
I've been pretty impressed by some of the work being done by Paragon Revival.  If Nate and crew manage to pull off the purchase of CoH's IP, and work goes ahead on Coh 1.5, I would personally like to see the original game ported over pretty well intact.  How do you guys feel about this?  There are some changes, however, that I would like to be made.

I never had much time to run task forces in the original game, so I missed out on some of the accolades that contributed to the survivability and power of a character.  I'd like to see a system introduced that would allow those, like myself, who had limited time to play, to be able to pick up such accolades, without the hard to deal with timed play that made task forces so hard for us to deal with.

And....more IO and salvage drops, to ease market costs.

What changes would you fanatics like to see introduced?

Regards, RGladden (Shuckins)

Title: Re: City of Heroes 1.5
Post by: doc7924 on March 31, 2015, 09:20:23 AM
For me the ideal would be to get the back as it was at shutdown - like nothing happened.

They could always work on improvements and changes while we play the game, just like before.
Title: Re: City of Heroes 1.5
Post by: HeatSpike1 on March 31, 2015, 08:54:32 PM
For me the ideal would be to get the back as it was at shutdown - like nothing happened.

Exactly This. 
Title: Re: City of Heroes 1.5
Post by: HeatSpike1 on April 02, 2015, 04:20:54 AM
I'd like to see a system introduced that would allow those, like myself, who had limited time to play, to be able to pick up such accolades, without the hard to deal with timed play that made task forces so hard for us to deal with.

Those accolades separated the boys from the men so to speak in terms of helping your toon.  With that being said, I think it's worthy that you have to put some effort in order to attain them.  Making them able to be solo'd however would be fine.  So you wouldn't always need to rely on others for the task force commander, but still making you have to put the effort in.

And....more IO and salvage drops, to ease market costs.

Yeah I agree... the inflation rate in the Paragon economy was just through the roof.  I'm all for the best enhances/recipes being more expensive but as many players as we have in our community suffering from altoholics... It would be nice to be able to build those alts up and slot them out before turning 91.  ;)
Title: Re: City of Heroes 1.5
Post by: ZoeyLovecraft90 on April 02, 2015, 05:34:36 AM
Everything before issue 18
Things were becoming sort of silly..
Psionic melee... OK :/
Title: Re: City of Heroes 1.5
Post by: Inc42 on April 02, 2015, 12:52:34 PM
What
Everything before issue 18
Things were becoming sort of silly..
Psionic melee... OK :/

Whats wrong with Psionic melee? Not only are there characters like Psylocke out there who do just that, but personally I always found the potential of psionic based characters to be missed. To one degree or another you are getting in people's heads, so why do people need to know you are psionic? Make people think you have different powers, hide your true abilities until they are needed. That's how I approached it, and it makes for interesting story.

It's like in DnD, I once played with a wizard who only took utility spells that made him seem like a rogue, and convinced the party that is exactly what he was. Then one day stuff gets bad and he amazes us all by casting fireball.
Title: Re: City of Heroes 1.5
Post by: GenericHero05 on April 03, 2015, 01:59:30 AM
1. Allow herding
2. Get rid of enhancement diversification
3. Allow my damn Fire/Fire Controller to be able to spawn up to 12 fire imps again

Grant me these 3 wishes and I'll be a very happy camper
Title: Re: City of Heroes 1.5
Post by: Burnt Toast on April 03, 2015, 10:50:03 PM

uhh what?? So no...


Side Switching
Tip Missions
Fixes to TA
Burn fear removed
No flight speed increase
No merged Auction Houses (Heroes/Villains separate markets)
Kinetic Melee
Electric Control
Dual Pistols
Demon Summoning
No fix to Cathedral of Pain trial
No merged transport systems
NO INCARNATES???
No inherent fitness
No alternate power animations
No Issue 21 Powerset proliferation
Dark Control, Dark Affinity, or Dark Assault
No stalker upgrades
Water blast
Nature Affinity
Time Manipulation
Staff fighting
Street Justice
Titan Weapons


Just to name some of the things that happened from issue 18-23... Yeah that would not be as fun to me at all.



Everything before issue 18
Things were becoming sort of silly..
Psionic melee... OK :/
Title: Re: City of Heroes 1.5
Post by: Burnt Toast on April 03, 2015, 10:55:54 PM

1. Meh herding... wouldn't bother me either way
3. Sure but then you give up your containment :)
2. This would create a HUGE issue with the scheduling of the enhancements. All the set IOs would be borked due to their percentages. I have absolutely no issues with ED...and to undo it would create a huge headache when it comes to set IOs. I will take my set bonuses over pre-ED any day. I think had ED and IOs been introduced at the same time less people would have complained as they would have seen the benefits from bonuses etc.


I played pre-ED...and I actually prefer the game post ED (Issue 9 post ED)....



1. Allow herding
2. Get rid of enhancement diversification
3. Allow my damn Fire/Fire Controller to be able to spawn up to 12 fire imps again

Grant me these 3 wishes and I'll be a very happy camper
Title: Re: City of Heroes 1.5
Post by: GenericHero05 on April 04, 2015, 02:30:46 AM
1. Meh herding... wouldn't bother me either way
3. Sure but then you give up your containment :)
2. This would create a HUGE issue with the scheduling of the enhancements. All the set IOs would be borked due to their percentages. I have absolutely no issues with ED...and to undo it would create a huge headache when it comes to set IOs. I will take my set bonuses over pre-ED any day. I think had ED and IOs been introduced at the same time less people would have complained as they would have seen the benefits from bonuses etc.


I played pre-ED...and I actually prefer the game post ED (Issue 9 post ED)....

That's fine but these suggestions were not made for your approval. These are what I want. I couldn't care less about IOs. I never used them although I think I did purchase a set sometime towards the end. I associate ED with alot of negative stuff with CoH. I have friends and teammates who stopped playing because of ED.

I soloed with my fire controller (need to make a correction from my original post, he was fire/force field not fire/fire) and with 12 imps (all 5 slotted with damage and 1 slot with accuracy plus all being bubbled) I was untouchable, didn't care about containment.

Anyway, when CoH comes back, I do plan on giving IOs a shot.
Title: Re: City of Heroes 1.5
Post by: P51mus on April 05, 2015, 05:49:53 AM
Raised Influence Cap, and either replacing TOs/DOs/SOs with generic IOs, or getting rid of basic enhancers degrading with level.
Title: Re: City of Heroes 1.5
Post by: Cailyn Alaynn on April 05, 2015, 11:24:52 AM
Hey guys! Thought I'd pop in and join in on the fun.

Our goal is to build a game that Cohers can pick up, and feel like they're home. This mean's we're likely going to shy away from any really major changes to how the game operates.
ED became a very core part of how CoH operated and all of the Power Sets and Enhancements that were released after that were tailored to EDs effects on the game.
Theoretically ED could be removed, however it would be a massive change to the way CoH plays for a lot of players, and would require testing, and re-balancing every aspect of gameplay.

On to the topic of TF related accolades!
(I'm not sure I'm going to make a lot of friends in this thread. -gulp-)
The accolades are set up to reward players for completing a quite impressive feat. To change what gives players that reward would mean re-evaluating how good that reward is. TFC is a large investment in time and effort, and therefore gives a large reward. I don't believe TFC is necessarily a requirement for a good toon build, but it is a great buff for those who want to make the most of a character.

On to the market!
I'm hoping to alleviate some of the steep inflation that some players felt in the market, but I'd like to find a somewhat natural way to deal with this instead of just jacking up the spawn rate of the rarer drops, or forcing them to be sold for no more than a certain amount of Inf.
I've got some ideas, but nothing that's been chiseled out of concrete yet.

and yes P51mus, I intend to raise up the inf cap.
Title: Re: City of Heroes 1.5
Post by: Styrj on April 05, 2015, 11:49:15 AM
Hi folks!

Being a soloer (I only teamed when my son and daughter-in-law were playing), one of the main things I would like to see is soloable Task Forces.  Or, maybe at the start of a TF, give the player a choice of NPC toons to select as members of the "team".  That way the requirement for a team is met.  Just my $1.98.
Title: Re: City of Heroes 1.5
Post by: GenericHero05 on April 05, 2015, 12:36:59 PM
On to the market!
I'm hoping to alleviate some of the steep inflation that some players felt in the market, but I'd like to find a somewhat natural way to deal with this instead of just jacking up the spawn rate of the rarer drops, or forcing them to be sold for no more than a certain amount of Inf.
I've got some ideas, but nothing that's been chiseled out of concrete yet.

and yes P51mus, I intend to raise up the inf cap.

What if you created two separate influence catagories. AE influence would be (just an example) one tenth of the value of what real game influence is. A market item could then be purchased for 100,000,000 AE influence or 10,000,000 real game influence.
Title: Re: City of Heroes 1.5
Post by: therain93 on April 05, 2015, 02:20:44 PM
Hey guys! Thought I'd pop in and join in on the fun.

<snip>

On to the market!
I'm hoping to alleviate some of the steep inflation that some players felt in the market, but I'd like to find a somewhat natural way to deal with this instead of just jacking up the spawn rate of the rarer drops, or forcing them to be sold for no more than a certain amount of Inf.
I've got some ideas, but nothing that's been chiseled out of concrete yet.

and yes P51mus, I intend to raise up the inf cap.

I would not imagine there would be a significant inflation issue any more.  Consider that we have:
AE tickets to purchase recipes and salvage
Astral and Empyrean Merits to purchase recipes (including purples)
Alignment merits (including purples)
Reward Merits
Enhancement converters (which can be bought with most of those above mentioned currencies)
Super Packs (if re-introduced)

When you consider what contributed to the inflation in the past -- 3 years without IOs, no real INF sink for the committed players/farmers, and the general rarity of recipe drops after IOs came in -- I just don't see that being as problematic starting over from scratch with all of the above systems in place.  Other than maybe increasing the INF limit, I would hope that things would be left generally as is to play out.
Title: Re: City of Heroes 1.5
Post by: AmberOfDzu on April 05, 2015, 02:44:47 PM
Quote from: therain93
Other than maybe increasing the INF limit, I would hope that things would be left generally as is to play out.
Agreed. I think CoH 1.5 will be a different beast than the original in the mix of sustained styles of play present, and the huge backlog of inf from years of play won't be there from the start.
Title: Re: City of Heroes 1.5
Post by: Ultimate15 on April 05, 2015, 03:59:55 PM
...Can we please just call it City of Heroes 2. Pretty pretty please?  :-[
Title: Re: City of Heroes 1.5
Post by: Pyromantic on April 05, 2015, 04:02:57 PM
I have a great of deal of respect and gratitude for what Irish Girl is doing, but I'd be extremely hesitant with changes.  While people might see changes that they feel certain would improve the game, it could be hard to predict the actual impact on the game.  Depending on exactly what the future of the game is going to look like, I would keep any alterations from I24 as small as possible until there is a well-established team and procedure in place for evaluating potential updates.
Title: Re: City of Heroes 1.5
Post by: Rejolt on April 05, 2015, 04:28:37 PM
I would not imagine there would be a significant inflation issue any more.  Consider that we have:
AE tickets to purchase recipes and salvage
Astral and Empyrean Merits to purchase recipes (including purples)
Alignment merits (including purples)
Reward Merits
Enhancement converters (which can be bought with most of those above mentioned currencies)
Super Packs (if re-introduced)

When you consider what contributed to the inflation in the past -- 3 years without IOs, no real INF sink for the committed players/farmers, and the general rarity of recipe drops after IOs came in -- I just don't see that being as problematic starting over from scratch with all of the above systems in place.  Other than maybe increasing the INF limit, I would hope that things would be left generally as is to play out.

I'm now a trained grinder from years of mmo play. COH gameplay is second nature after years of living in it. Restarting means nothing if you love what you do.

My only issue will be the impatience of knowing what I had and wanting it all back too soon.
Title: Re: City of Heroes 1.5
Post by: Noyjitat on April 06, 2015, 01:05:10 AM
Hey guys! Thought I'd pop in and join in on the fun.

Our goal is to build a game that Cohers can pick up, and feel like they're home. This mean's we're likely going to shy away from any really major changes to how the game operates.
ED became a very core part of how CoH operated and all of the Power Sets and Enhancements that were released after that were tailored to EDs effects on the game.
Theoretically ED could be removed, however it would be a massive change to the way CoH plays for a lot of players, and would require testing, and re-balancing every aspect of gameplay.

On to the topic of TF related accolades!
(I'm not sure I'm going to make a lot of friends in this thread. -gulp-)
The accolades are set up to reward players for completing a quite impressive feat. To change what gives players that reward would mean re-evaluating how good that reward is. TFC is a large investment in time and effort, and therefore gives a large reward. I don't believe TFC is necessarily a requirement for a good toon build, but it is a great buff for those who want to make the most of a character.

On to the market!
I'm hoping to alleviate some of the steep inflation that some players felt in the market, but I'd like to find a somewhat natural way to deal with this instead of just jacking up the spawn rate of the rarer drops, or forcing them to be sold for no more than a certain amount of Inf.
I've got some ideas, but nothing that's been chiseled out of concrete yet.

and yes P51mus, I intend to raise up the inf cap.

The only thing that wouldn't potentially harm the value or rares and very rares would of been making more ways to earn hero merits and removing timers for using them. Can't remember was it a timer to convert something to a hero merit or was it for using them? I basically abandoned the system as I was able to get the things I wanted quicker simply by farming.

Over time Emp merits would of have made it much easier to get purples as we were getting more and more trials to run you could save up and get them.

In the end I was just buying the crappy purples most people throw away like the sleep set and converting them to what I needed thanks to super packs and the paragon market (thank you enhancement converters)
Title: Re: City of Heroes 1.5
Post by: Noyjitat on April 06, 2015, 01:08:17 AM
...Can we please just call it City of Heroes 2. Pretty pretty please?  :-[

That's another trademark ncsoft is holding hostage.
Title: Re: City of Heroes 1.5
Post by: doc7924 on April 06, 2015, 02:48:17 PM
That's another trademark ncsoft is holding hostage.

Actually what became Champions Online was going to be called COH 2.

They were working on improvements and maybe a new game engine when Cryptic and NCSoft split up - Cryptic took what they were working on and made it Champions.

At least that is what I read someplace a few years ago.

Title: Re: City of Heroes 1.5
Post by: doc7924 on April 06, 2015, 02:52:30 PM
I have a great of deal of respect and gratitude for what Irish Girl is doing, but I'd be extremely hesitant with changes.  While people might see changes that they feel certain would improve the game, it could be hard to predict the actual impact on the game.  Depending on exactly what the future of the game is going to look like, I would keep any alterations from I24 as small as possible until there is a well-established team and procedure in place for evaluating potential updates.

The problem here is getting 1,000's of people to decide on what the feel is best in the game. And that's just impossible.

Better if the game was brought back basically as is and then work on changes / improvements just as before.

Title: Re: City of Heroes 1.5
Post by: LaughingAlex on April 06, 2015, 04:44:48 PM
Actually what became Champions Online was going to be called COH 2.

They were working on improvements and maybe a new game engine when Cryptic and NCSoft split up - Cryptic took what they were working on and made it Champions.

At least that is what I read someplace a few years ago.

Actually it was a Marvel game before they got screwed over by Marvel and so had to make it champions.
Title: Re: City of Heroes 1.5
Post by: doc7924 on April 07, 2015, 12:27:35 AM
Actually it was a Marvel game before they got screwed over by Marvel and so had to make it champions.

Never heard that part of it. I know they were working something for Marvel but thought it was cancelled completely.
Title: Re: City of Heroes 1.5
Post by: Ultimate15 on April 07, 2015, 03:56:21 AM
City of Heroes 1.5 sounds kinda amateur-ish, I think. There's just something far more formal and 'official' with City of Heroes 2. It would be more marketabley recognize - if titled that way- as an advanced version/sequel to the franchise, too. Just saying.

BUT I DIGRESS. The ONLIEST things I'd like to see added to the game once it's ported to Unreal 4 is:

1. Blinking. I want people to blink. Also, five separate fingers per hand would be nice?

2. Banking left or banking right when you're flying when you turn left, or turn right.

3. A statue for Ascendant somewhere might be cool.

All that other stuff - the play style, the TF's, the builds and the IO's, the zones, the theme/lore, the music - just don't take any of the original stuff away. Add fun/cool things on all you'd like, but don't try and fix what isn't broken (I think Irishgirl already knows this, fortunately).
Title: Re: City of Heroes 1.5
Post by: Cailyn Alaynn on April 07, 2015, 03:26:42 PM
City of Heroes 1.5 sounds kinda amateur-ish, I think. There's just something far more formal and 'official' with City of Heroes 2. It would be more marketabley recognize - if titled that way- as an advanced version/sequel to the franchise, too. Just saying.
BUT I DIGRESS. The ONLIEST things I'd like to see added to the game once it's ported to Unreal 4 is:
1. Blinking. I want people to blink. Also, five separate fingers per hand would be nice?
2. Banking left or banking right when you're flying when you turn left, or turn right.
3. A statue for Ascendant somewhere might be cool.
All that other stuff - the play style, the TF's, the builds and the IO's, the zones, the theme/lore, the music - just don't take any of the original stuff away. Add fun/cool things on all you'd like, but don't try and fix what isn't broken (I think Irishgirl already knows this, fortunately).

"City of Heroes 1.5" isn't' what it's going to be called. I rarely use the term, if ever. You'll usually hear me say "APR", or "Revival". It's a fan term that's managed to gain traction. While APR isn't the final name...it'll do for now.

Characters will indeed blink, and have fingers! Fingers that you can use to do crazy things like point!

As for not removing things, or changing them drastically... I was a rabid player of CoH since all the way back to the beta. I'm a CoHer at heart, and while I want to do cool new things for the game (Adding fingers, coming up with new exciting kinds of missions, etc), and maybe take care of some old gripes... I don't want to turn it into a different game than it was at it's core. I'm not out to build CoH: WoW edition or anything. xD
Title: Re: City of Heroes 1.5
Post by: OminousVoice on April 07, 2015, 04:00:40 PM
(https://i164.photobucket.com/albums/u7/OminousVoice/coh_paragon_logo.png) ...?
Title: Re: City of Heroes 1.5
Post by: Cailyn Alaynn on April 07, 2015, 04:36:28 PM
(https://i164.photobucket.com/albums/u7/OminousVoice/coh_paragon_logo.png) ...?

Well that's really freaking cool.
Title: Re: City of Heroes 1.5
Post by: Solitaire on April 07, 2015, 04:45:41 PM
(https://i164.photobucket.com/albums/u7/OminousVoice/coh_paragon_logo.png) ...?

+10  ;D
Title: Re: City of Heroes 1.5
Post by: RGladden on April 07, 2015, 06:15:40 PM
(https://i164.photobucket.com/albums/u7/OminousVoice/coh_paragon_logo.png) ...?

 8)
Title: Re: City of Heroes 1.5
Post by: HeatSpike1 on April 08, 2015, 12:59:13 AM
(https://i164.photobucket.com/albums/u7/OminousVoice/coh_paragon_logo.png) ...?

👍
Title: Re: City of Heroes 1.5
Post by: Ultimate15 on April 08, 2015, 03:11:16 AM
(https://i164.photobucket.com/albums/u7/OminousVoice/coh_paragon_logo.png) ...?

...Yes.
Title: Re: City of Heroes 1.5
Post by: Cymmetri on April 08, 2015, 03:27:14 AM
(https://i164.photobucket.com/albums/u7/OminousVoice/coh_paragon_logo.png) ...?

Oh, HELL YES.
Title: Re: City of Heroes 1.5
Post by: Microcosm on April 08, 2015, 05:12:37 AM
To the market thing, you will always get inflation as long as there is no significant way for inf to leave the system (be destroyed). Pretty much everything you did in the game essentially "printed" money, and only the tiniest amount of it exited circulation. Your sure-fire way to stop inflation/hyperinflation on items was to have an ingame vendor sell absolutely everything you could want for inf. It could be a ridiculously high price so you aren't dictating what the market had to do, but it would keep the market from fluctuating far beyond it, and provide a way for large amounts of inf to be destroyed.

Personally, my main wish would be to make toggles for shapeshifters suppress instead of just drop when they changed form. That was something khelds sorely needed, but the devs claimed was not possible given the original way they were implemented. I've got some other wishes for khelds and stalkers, but that's the biggest one.
Title: Re: City of Heroes 1.5
Post by: RGladden on April 08, 2015, 04:00:58 PM
To the market thing, you will always get inflation as long as there is no significant way for inf to leave the system (be destroyed). Pretty much everything you did in the game essentially "printed" money, and only the tiniest amount of it exited circulation. Your sure-fire way to stop inflation/hyperinflation on items was to have an ingame vendor sell absolutely everything you could want for inf. It could be a ridiculously high price so you aren't dictating what the market had to do, but it would keep the market from fluctuating far beyond it, and provide a way for large amounts of inf to be destroyed.

Personally, my main wish would be to make toggles for shapeshifters suppress instead of just drop when they changed form. That was something khelds sorely needed, but the devs claimed was not possible given the original way they were implemented. I've got some other wishes for khelds and stalkers, but that's the biggest one.

The bolded part is spot on.  Because of the way the market system was set up, earned influence never really disappeared, it simply transferred from one player to another, and thus drove prices through the roof.  Farming was never as strong a factor in price creep as did wealth transferance.

Title: Re: City of Heroes 1.5
Post by: Cailyn Alaynn on April 08, 2015, 04:15:58 PM
So...what you guys are saying is that I need to add new, awesome ways for players to blow their money?
Title: Re: City of Heroes 1.5
Post by: Vee on April 08, 2015, 05:01:23 PM
My theory is if you're sitting on more than 2 billion you don't have enough alts.
Title: Re: City of Heroes 1.5
Post by: RGladden on April 08, 2015, 05:03:34 PM
So...what you guys are saying is that I need to add new, awesome ways for players to blow their money?

Pretty much.  I'd rather work toward paying a straight price at the market than try to deal with another player who has an IO or salvage that I want who is asking an exorbitant price for them.  I'd like either a set price or more ingame drops to ease the process of acquiring the things needed to upgrade a build.   :)
Title: Re: City of Heroes 1.5
Post by: ukaserex on April 08, 2015, 05:06:03 PM
If I consider the likelihood that nobody will have any inf at all - and will all be starting from scratch - it will take quite a bit of time for one of those special PvP IO enhancers to reach the pre-closure asking price of 1-2 billion inf.

A fellow like me - who labored to get to 100 Billion inf by games end (goal met! I converted it to prestige to make my SG #1, lol) - will restart with zero influence. Yeah, it'll take me a very long time. I think, and I could easily be off - that from level 1-50, not relying on income from the market, a character might earn about 20 million inf.

So, yeah, it will take "most" people a lot of time to earn enough to have any inflation effect. Honestly, I wouldn't worry about it.

If I get a purple - I'll likely be keeping most of them for the next characters I have - not selling them. Because of their rarity, unless they are sold in a store, it's going to take a long time to get a full set.

If memory serves - there was an enhancement changer type thing - I forget what it was called - or even how it was used - but that thing will be used a lot, if it's available.

I honestly wouldn't worry about inflation. Let the market deal with it. Just add a hero equivalent of the IRS. Inflation problem solved, we'd all be taxed on how much inf we earned. And, if we gave some away, we could get a reduction in our taxes. Just like real life!
Title: Re: City of Heroes 1.5
Post by: GenericHero05 on April 09, 2015, 06:52:05 PM
So...what you guys are saying is that I need to add new, awesome ways for players to blow their money?

What if you just made every possible IO also available for sale at some special shop, albeit for some very high price but not as crazy high as the auction house?
Title: Re: City of Heroes 1.5
Post by: Inc42 on April 10, 2015, 11:16:52 PM
What if you just made every possible IO also available for sale at some special shop, albeit for some very high price but not as crazy high as the auction house?

This seems like a quick and easy solution to the problem some people believe to be around the market, but it would actually cause some problems.

Let's say that introduced with the launch of the game (because any other time would be very broken and destroy the economy) is an NPC that sells all sets out there at varying prices depending on power/rarity of the set. We can look at a specific rare and highly sought after piece, the Luck of the Gambler +7.5% global recharge buff which normally went for about 750 million on the market (fluctuating of course). This NPC now sells it for the amazing low price of 10 million. What happens as a result?

1) The market and value of currency will adjust. People on the market will now sell the LOTG piece for 9.9 million, and because this is happening at the launch of the game 10 million influence is now considered to be very valuable because people wont have farmed and built up large amounts of money, nor would they have been able to sell a rare piece for 1 billion influence. Temporarily the problem is not solved, it is just changed to a smaller amount. You can look at the early days of the game before IOs and compare it to after for this. Early on people didnt care about money, there was nothing to spend it on except SOs, very cheap, so when people gave away 1 million influence in a costume contest that was thought to be ridiculous amounts of money. Later this was considered very little.

2) The old farming methods to get large amounts of money are still there and still known. Very quickly the old large amounts of money are flowing, but with nothing to spend large amounts on the price of these sets becomes trivial to even casual players. This seems great, everyone gets the build that they want, what could be bad about it? Easy. People don't feel like they are being rewarded anymore, they don't feel special and they don't care about drops. For a large percentage of MMO players this will make the game very boring for them, and our community that has had almost 3 years to do nothing but shrink cannot afford to loose those players otherwise the game will not make enough money to be sustained and will likely vanish again (although with an obvious explanation unlike last time).

While things may not go down exactly like this all of these things have to be VERY carefully considered before any change that would affect the market so heavily can be made.
Title: Re: City of Heroes 1.5
Post by: GenericHero05 on April 11, 2015, 07:36:20 AM
This seems like a quick and easy solution to the problem some people believe to be around the market, but it would actually cause some problems.

Let's say that introduced with the launch of the game (because any other time would be very broken and destroy the economy) is an NPC that sells all sets out there at varying prices depending on power/rarity of the set. We can look at a specific rare and highly sought after piece, the Luck of the Gambler +7.5% global recharge buff which normally went for about 750 million on the market (fluctuating of course). This NPC now sells it for the amazing low price of 10 million. What happens as a result?

1) The market and value of currency will adjust. People on the market will now sell the LOTG piece for 9.9 million, and because this is happening at the launch of the game 10 million influence is now considered to be very valuable because people wont have farmed and built up large amounts of money, nor would they have been able to sell a rare piece for 1 billion influence. Temporarily the problem is not solved, it is just changed to a smaller amount. You can look at the early days of the game before IOs and compare it to after for this. Early on people didnt care about money, there was nothing to spend it on except SOs, very cheap, so when people gave away 1 million influence in a costume contest that was thought to be ridiculous amounts of money. Later this was considered very little.

2) The old farming methods to get large amounts of money are still there and still known. Very quickly the old large amounts of money are flowing, but with nothing to spend large amounts on the price of these sets becomes trivial to even casual players. This seems great, everyone gets the build that they want, what could be bad about it? Easy. People don't feel like they are being rewarded anymore, they don't feel special and they don't care about drops. For a large percentage of MMO players this will make the game very boring for them, and our community that has had almost 3 years to do nothing but shrink cannot afford to loose those players otherwise the game will not make enough money to be sustained and will likely vanish again (although with an obvious explanation unlike last time).

While things may not go down exactly like this all of these things have to be VERY carefully considered before any change that would affect the market so heavily can be made.

I completely agree with that incentive to play need but there are plenty of players who don't farm or power level (kind of find it to be cheating).
Title: Re: City of Heroes 1.5
Post by: therain93 on April 11, 2015, 02:58:26 PM
I completely agree with that incentive to play need but there are plenty of players who don't farm or power level (kind of find it to be cheating).

Yeah, but keep in mind, as I cited above, there are plenty of merits and enhancement converters out there.   Inflation was in part due to only have a single source of drops at one point (the rare and highly desirable purple drop) and only a single currency largely amassing (INF).  Neither are the case.

Luck of the Gambler global recharge could be acquired through:
Lucky drop
200 reward merits
2 alignment merits
32 astral merits
getting lucky with the enhancement converter (that drop from super packs and are purchaseable*)

*Now, someone on paragonwiki was so kind as to breakdown the costs of converters:
10 reward merits + 250,000 inf got 1 converter
1 alignment merit + 2,500,000 inf got 10 converters
3 astral merits + 500,000 inf got 2 converters
1 empyrean merit + 1,250,000 inf got 5 converters

Summarizing, to buy 10 converters will cost about 2.5 million inf out of pocket.  What can you do with 10 converters?
3 converters -- change to another IO within the set.  pick up the elcheapo level 25 def/end/recharge LOTG and and convert until you get global recharge.
2 converters -- convert any set IO within a category.  pickup the elcheapo level 25 defense IO (gift of the ancients anyone?), convert until you get a LoTG, then convert within set until you get global recharge.
1 converter -- convert within rarity.  pickup elcheap level 25 IO and convert until you get defense set then use 2 converters to convert within, or convert until you get a LOTG and then convert within set (unless super lucky).

The point is, you won't necessarily have to play the market that aggressively, but there will be folks still willing to pay for instant gratification and marketeers will always profit from them.  As stated, I wouldn't tinker with the economy other than maybe raising the inf limit (which I'm sure several people will be willing to accept the challenge of meeting : ' )

Edit:
The first person that tries to sell a LotG global recharge for 100 million may get lucky and sell it, but likely it will sit.  And eventually prices will come down.  I just don't see recipes necessarily going for the orders of magnitude that they did in the past, considering how conceivable it is to possibly craft 1 if I simply play the game, finishing story arcs and participating in TFs.
Title: Re: City of Heroes 1.5
Post by: Inc42 on April 11, 2015, 08:21:05 PM
I completely agree with that incentive to play need but there are plenty of players who don't farm or power level (kind of find it to be cheating).

Yes, however in addition to what makjwalton has said, it should also be kept in mind that these sets are not at all needed to play the game and play it well. SOs were more than enough to play the game for years before IOs were introduced, and I don't think there is any content that would necessarily require that kind of build. Those super expensive builds are for those of us who want to put the time into taking it to the next level. Most of my 50s had full builds and a few of them had purple sets, because I was willing to put the time into the game to get it. I played the market, I farmed, and I traded people various things constantly. After years of playing the game and leveling up characters that is where I found the most fun, in designing brokenly powerful stuff and then working to feel that rush as I accomplished the build piece by piece. I knew a lot of other people who felt similarly.

To hand that out to every player for little to no effort cheapens it and worsens the experience. I'm sorry that if you don't want to put the time in you can't have a perma-dom or a brute that only uses Foot Stomp because it recharges so fast. That doesnt mean you cant do an ITF or Incarnate stuff. That doesnt mean that you cant enjoy the game any less, and in fact putting less time into it means you probably would not get to the burn out factor of leveling another character up that many people did.

Also I have no idea what power leveling even has to do with this topic. Power leveling is unrelated to the market entirely.
Title: Re: City of Heroes 1.5
Post by: Aggelakis on April 11, 2015, 08:24:41 PM
SOs were more than enough to play the game for years before IOs were introduced, and I don't think there is any content that would necessarily require that kind of build.
Except the Incarnate content, especially Dark Astoria since you don't have the gobs and gobs of I-Abilities a raid group can stack. Higher base accuracy, tohit boosts everywhere, higher damage and more esoteric effects... It's not required (you can do it - I did it a bit on my SO/HO Empath - very slowly and with a lot of deaths), but it's much, much better with IOs.
Title: Re: City of Heroes 1.5
Post by: Inc42 on April 11, 2015, 08:29:52 PM
I honestly did not experience Dark Astoria that much, but I know as far as the trials go that with the number of people there were people generally could not tell who had sets and who did not once the action started. Yes, they certainly helped, but they would never make or break a trial run, that was decided by the players knowing what they were doing more than anything else.
Title: Re: City of Heroes 1.5
Post by: Aggelakis on April 11, 2015, 08:33:51 PM
The lower trials, sure. The higher trials were less forgiving. Sure, you could brute force through them - throw enough corpses at something, you'll eventually win - but that wasn't fun.

Dark Astoria wasn't forgiving at all.
Title: Re: City of Heroes 1.5
Post by: GenericHero05 on April 12, 2015, 03:25:05 AM
Also I have no idea what power leveling even has to do with this topic. Power leveling is unrelated to the market entirely.

I agree. I was just lumping it in with the whole AE farming thing. It's all just taking the easy way. I mean c'mon, 0 to 50 in three hours. You might as well allow everyone to purchase their levels and any IO with real cash.
Title: Re: City of Heroes 1.5
Post by: RGladden on April 12, 2015, 01:04:44 PM
High end builds that were tricked out with all the IO bells and whistles didn't show much of an advantage over conventional builds...but there WAS a difference.  However, if you did a lot of soloing....like I did....with the difficulty level kicked up several notches....the difference was readily apparent.
Title: Re: City of Heroes 1.5
Post by: Canine on April 12, 2015, 02:16:51 PM
Except the Incarnate content, especially Dark Astoria since you don't have the gobs and gobs of I-Abilities a raid group can stack. Higher base accuracy, tohit boosts everywhere, higher damage and more esoteric effects... It's not required (you can do it - I did it a bit on my SO/HO Empath - very slowly and with a lot of deaths), but it's much, much better with IOs.

I quite happily stomped through Dark Nasty content on SO's and Generic IO's.

I had my non-IO'd toons (which frankly was most of them, IO builds were something of a PITA to me) go through all of the incarnate trials and several contributed to "The Really Hard Way" runs if I had a toon that the trial leader though would be useful. (Unionites FTW! :P )

Incarnate level shifts, powers and playing as a group were far more important than individual builds.

<change of topic, slightly>

Oh, and power leveling does have an impact on the market, as your earning potential is miniscule below about 47, compared to level 50 generic recipe drops, set recipes, flat earning potential and *wanting* level 50 shinies for your build.  All of which impact supply and demand, which was the heart, soul and strange purple wobbly bit of the market.

Just my two pennorth, but YMMV.
Title: Re: City of Heroes 1.5
Post by: HeatSpike1 on April 12, 2015, 06:55:31 PM
High end builds that were tricked out with all the IO bells and whistles didn't show much of an advantage over conventional builds...but there WAS a difference.  However, if you did a lot of soloing....like I did....with the difficulty level kicked up several notches....the difference was readily apparent.

actually I noticed one difference.  fully IO'd builds didn't suck
Title: Re: City of Heroes 1.5
Post by: Hells Wing on July 29, 2015, 12:02:45 AM
I've been pretty impressed by some of the work being done by Paragon Revival.  If Nate and crew manage to pull off the purchase of CoH's IP, and work goes ahead on Coh 1.5, I would personally like to see the original game ported over pretty well intact.  How do you guys feel about this?  There are some changes, however, that I would like to be made.

I never had much time to run task forces in the original game, so I missed out on some of the accolades that contributed to the survivability and power of a character.  I'd like to see a system introduced that would allow those, like myself, who had limited time to play, to be able to pick up such accolades, without the hard to deal with timed play that made task forces so hard for us to deal with.

And....more IO and salvage drops, to ease market costs.

What changes would you fanatics like to see introduced?

Regards, RGladden (Shuckins)

i'd like it the same, but also improved like a whole system overhaul for graphic fidelity and able to make more diverse npcs.

Ontop of that, sadly I've been attempting to enter Paragon Chat, however I keep forgetting what my characters looked like and I lost all the files on my old laptop.
Title: Re: City of Heroes 1.5
Post by: JoCalibur on August 01, 2015, 06:10:01 PM
If CoH 1.5 happens, one change that I would like to see would be a buff to Corruptors. I don't feel that Corruptors do that much more damage than Defenders, for how much better Defenders are at buffing. With the buff to Vigilance, a solo Defender deals about as much damage as a Corruptor, but with better buffs/debuffs.

I think Corruptors need a 20-30% increase in base damage. A 25% base damage buff to Corruptors would put them just under the base damage of Dominators (yes, they would still be under Dominators). Ranged damage is the primary for Corruptors, so why should the Dominator's secondary be more powerful than the Corruptor's primary? I get that Corruptors have Scourge, but that ability hardly sees meaningful use outside of AV fights.

I am not saying that Corruptors need to equal Blasters on damage output. I am just saying that a damage buff to Corruptors would be nice. Here is a rough comparison of ranged damage (actual modifiers in parenthesis):

Blasters = 10/10 (1.125)
VEATs = 9.0/10 (1.000)
Dominator = 8.5/10 (0.950)
Kheldians (human) = 7.2/10 (0.800)
Corruptors = 6.7/10 (0.750)
Defenders = 5.8/10 (0.650)

Corruptor 20% increase = 8/10 (0.900)
Corruptor 25% increase = 8.4/10 (0.938)
Corruptor 27% increase = 8.5 (0.953) roughly same as Dominator
Corruptor 30% increase = 8.7/10 (0.975)

I think that a 20-25% base damage buff to Corruptors would be reasonable. Making Corruptor damage the same as Dominator damage would be sweet. The 30% increase might be a tad too much. A slight damage buff to human form Kheldians would also be nice. Anyone else have any thoughts on the balance of Corruptor damage?
Title: Re: City of Heroes 1.5
Post by: blacksly on August 02, 2015, 12:07:44 AM
20-25% base damage buff to Corruptors? Have you considered their damage relative to Blasters, then, after buffing and/or debuffing?

Defenders are better than Corruptors overall when soloing, but on teams they lose their damage bonus, and there Corruptors are clearly ahead on damage. If you're only interested in soloing, then it's true that Defenders are generally better, but on teams having the choice between more damage and more buffing is a reasonable option.

And that's without considering Scourge... which is usually not a major effect, but there are a few powersets (Ice, Fire, Water) where their DoT powers take full advantage of Scourge.

I really don't see Corruptors as being overshadowed by Defenders. And I've done DPS calculations for plenty of builds for both, and when soloing AVs, Defenders aren't even 10% ahead on damage compared to the same build for Corruptors. Scourge balances that out against AVs, and in the remainder of situations I think it's quite reasonable to have 10% more damage AND better buffing but only when soloing, while having less damage but better buffing on teams. Quite often, on teams, buffing (or debuffing) is overkill, while more damage is always useful.
Title: Re: City of Heroes 1.5
Post by: ryuplaneswalker on August 02, 2015, 02:00:46 AM
So...what you guys are saying is that I need to add new, awesome ways for players to blow their money?

Gambling, for Incarnate mats!
Title: Re: City of Heroes 1.5
Post by: APUK2015 on August 06, 2015, 01:33:09 PM
A possibly touchy subject in terms of changes to the game, but when/if it's possible to get rolling again - could MA be disabled?
In theory, MA was a massive bundle of joy when it was first announced. There were people dedicated to telling stories but it was basically a soulless powerlevelling tool by the end. Or within a week of launch, depending on your viewpoint. :-\

I can offer change suggestions and immediately see the inherent problems with them!

1) Remove/disable custom mobs, keep custom NPCs (so effectively mission contacts/escorts/rescues)
      Pros: Takes out the headache of risk/reward balancing from an already complex equation
      Cons: From a creative perspective, this is limiting.
                Some people enjoyed the challenge of creating extremely difficult bosses, EBs and AVs to battle.

2) Remove XP gain from published MA missions
     Pros: On the surface, this would appear to stop 'Meeeeoow Pharm LULZ!!!!!!!' in its tracks
     Cons: Arguably would lead to MA becoming deserted

3) Develop low-level mob powers for use in MA for custom mobs
    Pros: Unless one employed the in-game mobs (The Christmas Croatoa mobs were slightly more difficult - those lvl 1-54 critters!),
              low-level custom mobs were often slightly OP for low level toons, especially Defenders. Not all of course. But the presence of a
              power like [Throw Rock] or [Brawl] even was sorely needed for those lower-level critters we made from scratch.
    Cons: Development time for a potentially under-used resource.

I'm consciously avoiding things like the oft-requested 'branching dialogues' and 'cut scenes' because, well, development time again.


I'm just happy to be able to create a toon and walk them around at the moment. I do miss pew pew action and doing missions and late night TFs of course, but the work you've managed to do so far has been wonderful.
Title: Re: City of Heroes 1.5
Post by: Rejolt on August 06, 2015, 04:38:35 PM
Gambling, for Incarnate mats!

/Looksatgrowingtrendsinonlinegaming

I... you... don't even... gaaaah.

Just tell us how much you need to run it and make a profit and we'll pay it. Flat Tax for the City's Heroes!
Title: Re: City of Heroes 1.5
Post by: ryuplaneswalker on August 10, 2015, 03:50:57 AM
I thought that comment was for ideas involving ways to reduce Inf from the economy, not blow real world money.
Title: Re: City of Heroes 1.5
Post by: Cailyn Alaynn on August 10, 2015, 03:59:03 AM
I'm personally not a huge fan of pay-to-win, or an excess of micro-transaction items...so I don't think people have much to fear from seeing too much of those.
Title: Re: City of Heroes 1.5
Post by: ukaserex on August 14, 2015, 02:30:49 PM
For the meager 2 cents, my thoughts on "Solo Task Forces".

  I've solo'd a lot of task forces. The respec tf is a hoot solo. What I did (during the free to play era) was create new accounts, use my brute or tank to pl the other accounts to a level required to pad the team size, start the tf. Log off all the characters - and then re - log the one that was going to solo the tf.

Between the Shivan's, pet wolf and the magic ring from the Striga Isle arcs, AV's were never really a problem.


So, the ability to solo was there. It was annoying to set it up, but it was there.

Some things should be annoying, because in a way - it was kind of cheating, because the idea is to face the room full of nasty villains trying to defeat you, and working as a team. I love to solo. Mainly because I don't get along well with others very well. But, I recognize why they want you to team. For most people, it's just more fun.

I cannot fathom playing CoH if I only had 30 minute or a 60 minute window of time to play. I honestly don't think I would if that's all the time I had. I'd find something else to do. Good games are a time sink. You sit down, next thing you know it's 2 in the morning and you have to be up in 4 hours.

Nothing quite like that. Priceless.

I say, let it be. You want to solo a TF - there were tricks you could do to do so.

Of course - the ones in the shard...that's a different story. Maybe the auto-complete mission would work without impacting the badge? <shrug>
Title: Re: City of Heroes 1.5
Post by: Vee on August 14, 2015, 08:40:54 PM
I used to solo posi, synapse and mantits with padders all the time, mostly during hours when nothing was going on. Was enough of a pain to load in 3 alt accounts. Don't think my graphics card at the time or my patience could have handled 7 (and that's assuming accounts are ftp in apr, which why would they be?). I see no reason not to have the option for soloing with a warning that it's a team mish etc. and scaled back rewards if you're that worried about no one teaming. You said it yourself, teaming is fun. It's not as if everyone would just start soloing them every time, people just want the option available for when nothing's going on, for the challenge or for bragging rights.
Title: Re: City of Heroes 1.5
Post by: Rejolt on August 20, 2015, 12:30:59 PM
Ae had solo tfs and old story arcs acted as tfs thanks to merits. The real issue is folks wanting team task rewards... While soloing.
Title: Re: City of Heroes 1.5
Post by: Nyghtshade on August 23, 2015, 11:07:39 PM
As a long-time RP'er, I'd love to see the various styles of "walk" made non-gender specific.  Not all my female alts would walk like runway models, and I've long been jealous of the more normal walk-style options men had.  Same for the "Sit-emotes". 

And it would be great to actually be able to sit on a chair/bench at a table.

Also, the ability to hold a teacup while sitting.  Not that I'm asking for the moon or anything!   ;)
Title: Re: City of Heroes 1.5
Post by: Paragon Avenger on August 24, 2015, 03:05:49 AM
Midnighters' Club, the store is a female sitting in a chair dunking a teabag in a teacup.
Is that what you are talking about?
Title: Re: City of Heroes 1.5
Post by: Waffles on August 24, 2015, 04:04:12 PM
uhh what?? So no...


Side Switching
Tip Missions
Fixes to TA
Burn fear removed
No flight speed increase
No merged Auction Houses (Heroes/Villains separate markets)
Kinetic Melee
Electric Control
Dual Pistols
Demon Summoning
No fix to Cathedral of Pain trial
No merged transport systems
NO INCARNATES???
No inherent fitness
No alternate power animations
No Issue 21 Powerset proliferation
Dark Control, Dark Affinity, or Dark Assault
No stalker upgrades
Water blast
Nature Affinity
Time Manipulation
Staff fighting
Street Justice
Titan Weapons


Just to name some of the things that happened from issue 18-23... Yeah that would not be as fun to me at all.

Removing everything after I18 would be kind of a bummer...I mean - this was the Era where Black Scorpion and Synapse decided that "Fun should be more important than anything else - Even balance (in PVE)"
Title: Re: City of Heroes 1.5
Post by: Ironwolf on August 24, 2015, 05:40:36 PM
If CoH 1.5 happens, one change that I would like to see would be a buff to Corruptors. I don't feel that Corruptors do that much more damage than Defenders, for how much better Defenders are at buffing. With the buff to Vigilance, a solo Defender deals about as much damage as a Corruptor, but with better buffs/debuffs.

I think Corruptors need a 20-30% increase in base damage. A 25% base damage buff to Corruptors would put them just under the base damage of Dominators (yes, they would still be under Dominators). Ranged damage is the primary for Corruptors, so why should the Dominator's secondary be more powerful than the Corruptor's primary? I get that Corruptors have Scourge, but that ability hardly sees meaningful use outside of AV fights.

I am not saying that Corruptors need to equal Blasters on damage output. I am just saying that a damage buff to Corruptors would be nice. Here is a rough comparison of ranged damage (actual modifiers in parenthesis):

Blasters = 10/10 (1.125)
VEATs = 9.0/10 (1.000)
Dominator = 8.5/10 (0.950)
Kheldians (human) = 7.2/10 (0.800)
Corruptors = 6.7/10 (0.750)
Defenders = 5.8/10 (0.650)

Corruptor 20% increase = 8/10 (0.900)
Corruptor 25% increase = 8.4/10 (0.938)
Corruptor 27% increase = 8.5 (0.953) roughly same as Dominator
Corruptor 30% increase = 8.7/10 (0.975)

I think that a 20-25% base damage buff to Corruptors would be reasonable. Making Corruptor damage the same as Dominator damage would be sweet. The 30% increase might be a tad too much. A slight damage buff to human form Kheldians would also be nice. Anyone else have any thoughts on the balance of Corruptor damage?

I am rendered speechless, my number one AT to use when something really had to die was a corruptor.

I think back to running solo at +4x8 and think I need more damage? I thought playing a Corruptor was cheating already.
Title: Re: City of Heroes 1.5
Post by: LaughingAlex on August 24, 2015, 06:07:02 PM
The big issue you'd have is the fact that corruptors get scourge and it gets pretty high in damage from the criticals.  A buff would honestly help them do damage to healthier enemies, but it'd make less difference figuratively, against weakened enemies as they are already near dead.  But it'd also potentially make them OP against archvillain/hero rank enemies, as a buff to base damage would mean a buff to scourge, resulting in extreme damage vs AVs once they drop bellow 50% health.

Course you mention how ineffective scourge is outside AV fights and I do agree some.

It might be worth it to look at their damage though.  Masterminds I know can certainly out-damage corruptors in the single-target range.

It'd take some testing for that.
Title: Re: City of Heroes 1.5
Post by: DarkCurrent on August 25, 2015, 02:00:07 AM
I am rendered speechless, my number one AT to use when something really had to die was a corruptor.

I think back to running solo at +4x8 and think I need more damage? I thought playing a Corruptor was cheating already.

Yeah, I had an FRAD that was a complete monster.  I know that may be the extreme end of builds, but my other cors could put out some juicy numbers as well.
Title: Re: City of Heroes 1.5
Post by: Cailyn Alaynn on September 02, 2015, 02:25:19 PM
As a long-time RP'er, I'd love to see the various styles of "walk" made non-gender specific.  Not all my female alts would walk like runway models, and I've long been jealous of the more normal walk-style options men had.  Same for the "Sit-emotes". 

And it would be great to actually be able to sit on a chair/bench at a table.

Also, the ability to hold a teacup while sitting.  Not that I'm asking for the moon or anything!   ;)

Done.
Or at least...will be done. When we get to animations and such.
Title: Re: City of Heroes 1.5
Post by: Vee on September 02, 2015, 03:18:54 PM
Pinky out please, we want to keep things classy.
Title: Re: City of Heroes 1.5
Post by: Noyjitat on September 02, 2015, 09:09:02 PM
Done.
Or at least...will be done. When we get to animations and such.

I'd tie that to a /mood command.
/mood sad - character walks with hands in pocket maybe looking down at the ground or that crywalk emote we have in icon.
etc etc
Title: Re: City of Heroes 1.5
Post by: syntaxerror37 on September 11, 2015, 01:00:25 PM
I get that Corruptors have Scourge, but that ability hardly sees meaningful use outside of AV fights.

I have some problems with this statement.  In the early game scourge is going to be very useful to you when you don't have a lot of powers (ranged damage or buff/debuff to aid in damage), full slots, or even access to great enhancements.  It helped you take out minions faster, let alone higher ranked enemies.  Then there are hard targets (things like turrets or Crey Tanks) with high resistance to most damage types.  Along similar lines are when fighting enemies that are resistant to your specific damage type. 

As for the rest of the post, I'd just like to remind you that some time after the launch of CoV, Blasters got a signifigant boost across the board to damage because corrupters were out preforming them in both PvP and PvE.
Title: Re: City of Heroes 1.5
Post by: Cailyn Alaynn on September 12, 2015, 12:29:13 AM
Ideally no AT should ever be 'better' than another.
Of course, perfect balance is very difficult to achieve...but that's what what testing and re-balancing are for!
Title: Re: City of Heroes 1.5
Post by: tinkb on September 25, 2015, 03:48:23 AM
i like to see  any coh   
as for task forces  we did em all   usually at +4   once a night til they shut it down,     there at the end was the funniest time i ever had,  someday it will return ...since that day at sunset still havent played a NCsoft game.   
COH will live once again......someday....
Title: Re: City of Heroes 1.5
Post by: bigbadbob1957 on November 01, 2015, 03:24:45 AM
if they are going to keep the black market ,the more salvage ,the better it would be. hope they can make a deal and get the game out I have bin waiting a long time. I have tried dc and champions and I do not like them. just waiting for cot or coh to come out
Title: Re: City of Heroes 1.5
Post by: Nyghtshade on November 04, 2015, 02:37:46 AM
Midnighters' Club, the store is a female sitting in a chair dunking a teabag in a teacup.
Is that what you are talking about?

That's the one.   :)
Title: Re: City of Heroes 1.5
Post by: HeliumPhoenix on November 10, 2015, 10:17:02 PM
Only things I'd want to see added/changed:

Raised level cap.  Let us progress beyond 50 as "Incarnate Levels" not just some fancy bonus stuff we have to farm.
REMOVE the mez block purple triangles of doom.  Give them higher resist, but not immunity.
VIP Status and bonuses for everyone!
Make IOs more valuable by giving them extra perks.  Makes people more likely to craft some, and some extra variety at higher levels (instead of everyone just having HOs after months of farming Hami).
Title: Re: City of Heroes 1.5
Post by: Vee on November 11, 2015, 01:30:27 AM
and some extra variety at higher levels (instead of everyone just having HOs after months of farming Hami).
lolwut?
Title: Re: City of Heroes 1.5
Post by: Aggelakis on November 11, 2015, 01:45:28 AM
Make IOs more valuable by giving them extra perks.  Makes people more likely to craft some, and some extra variety at higher levels (instead of everyone just having HOs after months of farming Hami).
I'd like to introduce you to these things, they're called Invention Sets. They have extra perks. Few folks had more than a handful of Hamis (if any) by late game.

http://paragonwiki.com/wiki/Enhancement_Sets




Raised level cap.  Let us progress beyond 50 as "Incarnate Levels" not just some fancy bonus stuff we have to farm.
I don't want to have my characters obsoleted in the space of one login. It's one reason why I spend so little time in other MMOs that regularly raise the level cap (e.g. WoW). Constantly chasing a moving goalpost is NOT my idea of a good time.
Title: Re: City of Heroes 1.5
Post by: HeliumPhoenix on November 11, 2015, 05:17:51 PM
I'd like to introduce you to these things, they're called Invention Sets. They have extra perks. Few folks had more than a handful of Hamis (if any) by late game.

http://paragonwiki.com/wiki/Enhancement_Sets

Oh, I was quite familiar with them.  And the exorbitant cost for the salvage items needed to make any of the good sets.  My 50s had several sets each.  But they also used HOs to fill out sets where going beyond a certain number didn't really give the toon much benefit.

Quote
I don't want to have my characters obsoleted in the space of one login. It's one reason why I spend so little time in other MMOs that regularly raise the level cap (e.g. WoW). Constantly chasing a moving goalpost is NOT my idea of a good time.

I don't see how a level cap increase 'obsoletes' a character.  It just means that character gets to progress further.  With the limits of end-game content (nothing but raids, nothing that could just be handled with a single team or, heaven forbid, solo'd) it would mean the ability to progress further without those limits.  Agreed, there will ALWAYS be some point at which you have to just say 'no more' as you can't just have no level cap (well, you can, but at some point the advantages of it get bogged down with balancing details and such.)

I always thought 50 was a bit of a 'small' level cap to begin with.  I'd always hoped the incarnate system would have added 'incarnate levels' that didn't involve a bunch of raid farming.....but that hope didn't pan out.
Title: Re: City of Heroes 1.5
Post by: hurple on November 11, 2015, 07:56:59 PM
I don't see how a level cap increase 'obsoletes' a character.  It just means that character gets to progress further.  With the limits of end-game content (nothing but raids, nothing that could just be handled with a single team or, heaven forbid, solo'd) it would mean the ability to progress further without those limits.  Agreed, there will ALWAYS be some point at which you have to just say 'no more' as you can't just have no level cap (well, you can, but at some point the advantages of it get bogged down with balancing details and such.)

I always thought 50 was a bit of a 'small' level cap to begin with.  I'd always hoped the incarnate system would have added 'incarnate levels' that didn't involve a bunch of raid farming.....but that hope didn't pan out.

I had about 15 level 50's and not one Incarnate.  I would play a toon to 50 then retire him and start a new one.  Why?  Because the repetitive Incarnate trials and farming mission after mission got soooo dull and boring having to do the same things over and over and over and over and over just to get that one more needed piece... And the raid teams were so friggin' huge it was impossible to know what was going on, and laggy, and just rush rush rush... do it as fast as possible and move on... no chance to actually, y'know, enjoy the story... Ugh.

Title: Re: City of Heroes 1.5
Post by: Rejolt on November 11, 2015, 08:38:18 PM
Halo is the same 30 Seconds of gameplay repeated. It's on the 5th sequel and can keep an entire console afloat by itself.

I loved CoH's gameplay. I could repeatedly play just about anything (well, maybe not the old sewer trial).
Title: Re: City of Heroes 1.5
Post by: Vee on November 11, 2015, 09:52:19 PM
I think the incarnate system, as much as I hated running trials after the first few dozen (or worse, waiting around for them to start), was a good compromise between the level cap and continued progression. I can't imagine the rage had they raised the level cap after all that time at 50. Hell, I'd have raged - you mean my umpteen level 50s that were done are now not done and their expensive builds are also outleveled? Sure there was some of the not-done-ness with incarnates but at least your builds didn't have to be redone.
Title: Re: City of Heroes 1.5
Post by: HeliumPhoenix on November 11, 2015, 10:57:02 PM
I think having 'incarnate' levels would solve it.  You hit 50, go through the Incarnate 'intro missions' and you are level 50 still, but a level 1 incarnate.

Incarnate levels would open 'Incarnate' powers that are beyond the existing ones, but also in the same trees......i.e., there would be Fire Blast Incarnate powers, Force Field Incarnate powers, etc.  These powers would be quite powerful, though typically have exceedingly large recharge times.

And just to make doing regular stuff still helpful, Lieutenants and Bosses and Higher give Incarnate XP......at 1/100th of normal XP (but never less than 1XP).  Normal minions don't give incarnate XP.

Not sure if I'd allow slotting enhancements into incarnate powers.....might get off balance too quickly.

And if you don't want a 'level cap' at all, Incarnate levels beyond 10 don't actually increase your incarnate level, but increase the recharge on all your incarnate powers slightly.  So, at some point, you'd be truly godlike, able to fire off Incarnate powers as fast as you could mash the buttons......the only solo challenge left would be some Giant Monsters and some Archvillians.
Title: Re: City of Heroes 1.5
Post by: Paragon Avenger on November 20, 2015, 04:27:09 AM
Yeah, the Incarnate stuff was better than just popping the level cap to 60 or 88 or 99.
I didn't like the trials.  Or rather, I didn't like waiting around for them to start.  Doing the same trials over-and-over again.
I think getting Incarnate XP for "helping" lower levels do regular stuff is a good idea.
I also like the idea of a progression system that is separate from the level 1-50 powers.  So that as you progress, you can recharge faster or do more damage or have a secondary effect like some kind of buff/debuff.
Maybe even like the epics, have another form to transform into that had it's own build.

Some of my characters, I just wanted to get them to the highest level and be done with them.
Others of mine, I wanted to make them as powerful and as awesome as possible.
Title: Re: City of Heroes 1.5
Post by: FeliciaDivine on November 23, 2015, 02:54:34 AM
 I disagree with many of you...Incarnates led to farming and unbalanced play with non-incarnates...some of you did say that but your idea of keeping the system does not sit well with me...having an increase in level...say level 50-54 to match the NPC villians would be ok but the problem remains...too much power.
 People were already soloing TF's without Incarnates...that alone says there is a problem...TF's are specifically for Teams. Adjusting to 4x8 and still taking out NPC's without problems...shows a lack of challenge.
 Some of you power leveled your characters in 3 hours...you did not learn anything, put any effort into anything and already missed all the game content...why did you bother to play at all...sounds like Mario Brothers is more your speed.
 Reminds me of the video's Push My Awesome Button! by ncsoftnorcal on you tube, check it out.

 The game should be challenging and entertaining otherwise it would be...oh wait...it already has been...shut down :(

Before you flame war this let me post my changes:

- Go back to fewer NPC's and spawn less like in the old days so new people at low level can have rest spots when learning the game this will also cut down on lag.
- AE content should be the same drops and xp as in-game content so those choosing AE can enjoy it.
- Have option to which area you wish to start in Hero, Rogue or Villain instead of the Shivan war thing.
- remove odd new buildings such as 1st National Bank in Atlas which is sitting between 2 old buildings...also the new Building other side of the lake used to be the first encounter area for clockwork...its now too clean and there is no trashed back area.
- New low level stories so there is more options for older players.
- Frequency of mid, high and purple drops increased slightly so people don't have to farm for them.
- Allow more NPC's to be used as pets (reinforcements) through missions just like the Clockwork Gears, Warwolf Whistle, Shivan, etc. (this will help soloists)
- More high level content but remove Incarnates System or have an option to remove it like we had the Second Build option...which helped us bounce between PvP and PvE characters.
- Remove some of the NPC mission givers and have more of the stories given to most used NPC's like the 5 in Atlas City Hall.
- Move the Warshade NPC from Atlas City Hall to her own location, maybe on the other side of the park from the Peacebringer NPC.

I have other ideas ill share later.
 
Title: Re: City of Heroes 1.5
Post by: Vee on November 23, 2015, 03:25:25 AM
So your solutions to the game being too easy include adding regular drops to AE (which would make farming good stuff easier), smaller spawns and more temp pets? OK then.
Title: Re: City of Heroes 1.5
Post by: Microcosm on November 23, 2015, 04:10:51 AM
The "lack of challenge" and "smaller spawns" sounds a bit like Jack Emmert. Champions Online is thataway -->

I hope pretty much none of this stuff happens, because, with everyone wanting different things, if everyone gets what they want, then nobody gets what they want. Since we all enjoyed the game, problems and all, let's just have it back as-is and not break it horribly by trying to fix it.
Title: Re: City of Heroes 1.5
Post by: Codewalker on November 23, 2015, 07:03:26 AM
Since we all enjoyed the game, problems and all, let's just have it back as-is and not break it horribly by trying to fix it.

This ^^^

I wish more people understood that.
Title: Re: City of Heroes 1.5
Post by: Surelle on November 23, 2015, 01:50:58 PM
The "lack of challenge" and "smaller spawns" sounds a bit like Jack Emmert. Champions Online is thataway -->

I hope pretty much none of this stuff happens, because, with everyone wanting different things, if everyone gets what they want, then nobody gets what they want. Since we all enjoyed the game, problems and all, let's just have it back as-is and not break it horribly by trying to fix it.

I feel this way as well.  If people want to screw with CoH, then they can feel free to create their own version and go from there.  Please don't mess with ours, though....thanks.
Title: Re: City of Heroes 1.5
Post by: hurple on November 23, 2015, 02:38:32 PM
I feel this way as well.  If people want to screw with CoH, then they can feel free to create their own version and go from there.  Please don't mess with ours, though....thanks.

Absolutely.

Title: Re: City of Heroes 1.5
Post by: blacksly on November 23, 2015, 03:31:55 PM
People were already soloing TF's without Incarnates...that alone says there is a problem...

I kind of agree with the idea that there is a problem. Theoretically, the idea would be to just allow higher difficulty settings until anyone is overwhelmed, but then we run into several issues:
1: spawn sizes too large, which creates issues with graphics, spawn separation, and lag
2: if defense is what is too strong (and it really is), then players are unlikely to raise the difficulty to where the game is reasonably challenging, since killing may become too tedious.

However, I do not like the idea of generic solutions, because the game is challenging enough at lower levels and also with characters that aren't min-maxed. The TF-soloers and others at 4x8 are very good players with great builds, and I don't want to beat on the game for casual players without in-depth knowledge of the IO system just to fix the min-maxed outliers. The solution should really be something that directly and only affects the power builds, and what I suggest is to limit set bonuses to 3x instead of 5x. Your casual players aren't likely to be hurt by it (many wouldn't even be making a build heavy with major IO sets), whereas the power builds are going to be greatly limited, whether they're building for Defense or Recharge. I don't know if this is a perfect solution, but it's the perfect type of solution (assuming you agree that there is a problem at the top end).
Title: Re: City of Heroes 1.5
Post by: FeliciaDivine on November 23, 2015, 03:42:23 PM
 The point with the AE drops was to make it fun for people to run newly created content by players if people get tired of running the regular missions in the game...some people will farm anyways no matter what...so it doesn't matter if the AE drops are changed for them.

 The NPC's added as backup is for those who can't find a team at the time...some of you stated your soloists...so this idea was for you.

 I am a team oriented player, I don't farm, I don't run solo very often. I look at the overall gameplay of everyone...my ideas are formed by observations from our community.

 As for bringing the game back as it currently is...I can live with that too.
 Ouroboros has the older content so I wont be missing out on anything.
 AE was a great outlet for my creativity.

 My concern though is how do you bring new players to the game...if left as is...the hardcore people will return...if that is enough Codewalker then it should be kept as is...BUT...if your going to try to get new players...or players who will stay more than a couple of hours to farm a month...The game has to change!!!
 The game constantly evolved...we did not start with Ouroboros...or WentWorth's...or AE...it all grew and expanded in time....something to consider.

And this thread isn't about CoH Classic...this thread is specifically about 1.5 which means...changes.
Title: Re: City of Heroes 1.5
Post by: saipaman on November 24, 2015, 03:08:59 AM
The only changes I'd make in a revived CoX would be to add more single player Incarnate content to the game.

Perhaps I'm in the minority, but the Incarnate Task Forces seemed disconnected from the rest of the game.   Single player stories could pull those TFs together into a more coherent story arc.  I wouldn't make those stories mandatory.  I'd just put them there for those that might want to play them.
Title: Re: City of Heroes 1.5
Post by: hurple on November 24, 2015, 03:29:55 PM
The only changes I'd make in a revived CoX would be to add more single player Incarnate content to the game.

Perhaps I'm in the minority, but the Incarnate Task Forces seemed disconnected from the rest of the game.   Single player stories could pull those TFs together into a more coherent story arc.  I wouldn't make those stories mandatory.  I'd just put them there for those that might want to play them.

That's a great idea, and would likely make me pay more attention to Incarnate stuff rather than abandon lvl 50's and start over.

I have one suggestion for improvement.  It's just two words.  VIRTUAL REALITY.

 ;D ;D ;D ;D ;D ;D
Title: Re: City of Heroes 1.5
Post by: FeliciaDivine on November 24, 2015, 06:14:27 PM
 Saipaman that is a great idea, better content for solo or small teams then incarnates wouldn't feel so forced for farming. I am totally with you on that one :)
 
 I would like to also add...level 20-50 content for praetorian eventually...not right away this would take time to do...but then it would feel more consistant with the rest of the zones.

 Virtual Reality sets have been flogged since the mid 80's that I remember seeing them and they have not improved all that much, its a novelty thing...maybe someday it will become a normal part of a game system but until its widely used and cost effective don't hold your breath for that one.
Title: Re: City of Heroes 1.5
Post by: hurple on November 24, 2015, 08:56:07 PM
Saipaman that is a great idea, better content for solo or small teams then incarnates wouldn't feel so forced for farming. I am totally with you on that one :)
 
 I would like to also add...level 20-50 content for praetorian eventually...not right away this would take time to do...but then it would feel more consistant with the rest of the zones.

 Virtual Reality sets have been flogged since the mid 80's that I remember seeing them and they have not improved all that much, its a novelty thing...maybe someday it will become a normal part of a game system but until its widely used and cost effective don't hold your breath for that one.

Would love to see more Praetoria too.  What was there was fun, just seemed like a waste of time to do it, then have to jump to Paragon City at 20.

And the Virtual Reality thing was a joke...  :o
Title: Re: City of Heroes 1.5
Post by: Vee on November 24, 2015, 09:19:51 PM
I remember playing a working Virtual Reality at Disney World in 1995 that was amazing. It was an Aladdin game where you'd sit on this thing that was roughly the shape of a Return of the Jedi speeder and use it to control your magic carpet flying over whatever town Aladdin was set in. The VR worked perfectly and the graphics were well above the console/pc level of the time. It was very limited and they only had 3 of them that they called kids up to demonstrate while everyone else watched what they were doing on a screen, but if you applied, say, 20 years of lowering tech prices and graphics enhancements to it it would be unreal. The problem was that they put out crappy early versions of VR, which of course tanked because they were crappy.

All that being said, I'm pretty sure fly and superspeed in CoH would make me dizzy in VR.
Title: Re: City of Heroes 1.5
Post by: hurple on November 25, 2015, 04:10:41 PM
I remember playing a working Virtual Reality at Disney World in 1995 that was amazing. It was an Aladdin game where you'd sit on this thing that was roughly the shape of a Return of the Jedi speeder and use it to control your magic carpet flying over whatever town Aladdin was set in. The VR worked perfectly and the graphics were well above the console/pc level of the time. It was very limited and they only had 3 of them that they called kids up to demonstrate while everyone else watched what they were doing on a screen, but if you applied, say, 20 years of lowering tech prices and graphics enhancements to it it would be unreal. The problem was that they put out crappy early versions of VR, which of course tanked because they were crappy.

All that being said, I'm pretty sure fly and superspeed in CoH would make me dizzy in VR.

And I'd hate to face-off against an arch-villain with knockback capabilities.

Title: Re: City of Heroes 1.5
Post by: FeliciaDivine on November 26, 2015, 04:18:45 PM
 Hurple just gave me a headache...not only AV's with KB but...imagine...
 Sewer run with a Stormer...bodies flying everywhere...or
 Arena combat against a Stormer.
 Although that Ice power that makes people slip up then fall down would be fun to watch :)
 Virtual Reality sets are high tech and somewhat cost effective...there is one offered already as a sex toy adage that you can buy with cd's of some of your favorite women that is under 100$...
 Even though meant as a joke, the idea is not far fetched...
 Someday it might be part of a gaming package...I just don't think the public is ready for it though.
Title: Re: City of Heroes 1.5
Post by: aXe on February 14, 2016, 04:24:12 PM
Everything before issue 18
Things were becoming sort of silly..
Psionic melee... OK :/

That's my dream powerset. Really sad I didn't get to role a Shield/PM Tank. When talking about super heroes there's not much that can be considered silly. That's the beauty of it.
Title: Re: City of Heroes 1.5
Post by: aXe on February 14, 2016, 04:43:40 PM
I'd like the fitness pool to stay inherent, like it was at the end. Stamina was essential for most builds. It got boring to go through the swift/hurdle, health then stamina routine with almost every toon. Considering this game was about customising your experience, you shouldn't be forced down a particular pool. I left out trying so many other pools because of the stamina issue.

Other than that I'd want to see all the included. Think someone mentioned a shop where you could buy IO's for inf. That would be a good idea.
Title: Re: City of Heroes 1.5
Post by: ryuplaneswalker on February 15, 2016, 04:14:48 AM
Quote
Incarnates led to farming and unbalanced play with non-incarnates

If we are gonna bring out that card.

Radiation Emission did that for 99% of the game.

Quote
- AE content should be the same drops and xp as in-game content so those choosing AE can enjoy it.

Time for a real hard truth.

The AE failed because of XP, because we abused it for XP, they didn't want to and people begged them to do so and then the exact thing that happened that -everyone- with a brain knew would happen. The only thing that really got made and played was "Farm" maps.

Having drops in the AE was a terrible choice, and only the Dev's choice should have given any reward outside of tickets, adding in real drops would only make the problems in the AE far worse, people who wanted to use/run missions through the AE should have only been the people who wanted to do so of their own volition not because there was a carrot.

I made one Arc, which never got made..and went to the AE to run missions once and the first page was full of farm maps so I said "screw this I will run a TF instead.