If we could bring COH back what would you change?

Started by Chance Jackson, March 19, 2013, 09:25:09 PM

CycloneCyan

#140
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.

Ice Trix

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.

Lightslinger

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.

Lycantropus


HEATSTROKE

Remove NC Soft Logo from anywhere in or on the game.

healix

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
Listen to the 'mustn'ts'. Listen to the 'don'ts'. Listen to the 'shouldn'ts', the 'impossibles', the 'won'ts'. Listen to the 'you'll never haves', then listen close to me... Anything can happen . Anything can be.

Shadeknight

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

Thunder Glove

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.

srmalloy

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.

Xieveral

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
?RSN = CKN(CRS.ROD)

RSN = GLR(EMP.MCL)

Kaos Arcanna

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.

Virlouny

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.

General Idiot

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.

saipaman

I think I'd rather have seen "City of Heroes 2: The Golden Age".

Energy Aura

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.

Sailboat

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.

Triplash

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

FatherXmas

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.
Tempus unum hominem manet

Twitter - AtomicSamuraiRobot@NukeSamuraiBot

srmalloy

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.

Cinnder

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!