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pattycake

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Everything posted by pattycake

  1. Nerfing AE is not good, punishing farmers isn’t a good solution, and ramping rewards for non-farming I can foresee it will ruin the fun for their play style, and saturate the market. The idea to become rich is a motivator for some people, not for me; I find it boring, I shan’t stumping on what others enjoy. IMO, there should be specific resources that compliment each players playstyle. If you want to be rich and powerful and not want to reroll every character, farming is your game. if you enjoy PvP, and you want PvP IO’s you should be doing PvP related activities and progress; there isn’t. if you’re a community person and want to efficiently gain prestige, you should only gain prestige by playing with SG/coalition; there isn’t, tbf prestige was removed and it’s awesome, but I kind of miss building a base from earned currency. there should be a specific reward for everyone to look forward to regarding on the activities you participate in. I’m sorry IMO, Farmers and crafters have the most features out of any other kind of individual, and being told not to use it isn’t exactly fair. If it was your playstyle that lacked features and mechanics you’d feel robbed too. I have a lot of respect for the farming community, even though it doesn’t interest me, and it’s tempting to use cause it’s efficient, it’s also the only aspect relating to progressive mechanics which reward a specific type of playstyle. costume contests are funded by farmers. My closing thoughts, I will not stop advocating for every single community no matter how big or small, and game design is complicated, everything impacts, planned ideas can fail just as easy as accidental features becoming hugely incentivized upon. If HC becomes legit, I really hope they have better plans than nerfing or catering to farmers.
  2. That’s pretty spicy dude. Your going to have fun on the kraken in Prez park who is known to one shot Tankers with Willpower/ back when incarcerates weren’t a thing. An AoE, and immediate smack right after, no time to react due to GMs not having global cool downs on certain abilities.
  3. Challenge accepted. Tomorrow morning there buddy.
  4. You see that’s creative right there. And a feature that impacts no body but the ones who choose. I know about deleting after death, just suggesting it to HC to make it automated if there character was flagged for it. I had a similar idea to the IO you have. ‘The street cleaner’ disables all missions and you have to grind to 50. No auctions no AE just no life grinding. I like your thinking
  5. Yeah those reasons are my favourite, because they are legitimately true, if making new separate servers and managing them are not worth the demand, I have no experience running an mmo, totally not worth it. But I said it once and I’ll say it again, if there is a demand for it I’d 100% pay a subscription model and I’ll probably never unsubscribe. This game was my childhood, and I definitely found it more challenging before the ‘change your difficulty to your choosing’ update. (nothing wrong with that though it’s a cool feature)
  6. You’re not alone 🙂 there are others like you who suggest a specific server concentrated for challenge. The problem I have expressing this interest is people misunderstand it as, “oh your telling people how to play” and I suck at explaining why it’s not. Hardcore communities struggle because we are smaller community than others, and it’s hard to reach out for support, couple months ago I read a pvp post and people were shredding on this guy for taking an interest in a dead pvp mmo, I wish people were more open to harmless ideas cause you never know the demand for these kind of things. Check out PoE, it’s the most successful totally free to play that offers different servers with different difficulties so hardcore players find it easier to play with other hardcores. Its a a great idea man and I support it.
  7. Ah good questions, well I think RP content would be like, emotes that would be more like pretend than function, bars and indoor areas around the city to just hangout and chat. Like having a 5 man channel effect with pretty vivid colours and particles that set the mood. the AE disabled, its complicated. It forces the community of that particular environment to have form. The challenge of finding tanks and healers, having to travel to destinations and appreciating the music entering regions. It’s the inconveniences, but it doesn’t work if others can use a feature that holds a hand. I play other games where hardcore users face restrictions and they want to not necessarily brag about their hard efforts, but to be able to be identified without having to say so. Hell, scratch the idea of having a separate server for having AE disabled. I’d prefer having a check mark on character creation stating this character hasn’t used a OP feature that makes the game to easy you don’t have to question he put effort progressing the game. they could add a check mark for street cleaner and disabled missions. He/she could have a purple boarder around him so if you encounter one you would have a perfect ice breaking conversation. Eyyy level 40 no missions? You have no life. it is an ego thing. It’s a motivator, but it’s not negative in any way.
  8. Back when I played, and the sole reason why I left, AE was a deal breaker. I don’t have a problem with others using it, and I don’t want be catered to remove it. I really think it makes the cities empty, and I will 100% pay 15 dollars a month to have a separate server where AE is disabled. My total thought is, please make city of heroes challenging again, and expand the game with different options to choose from, RP servers with RP exclusive content, PvP servers where heroes and villains raid zones excluding atlas/mercy, AE disabled; to list a bunch. This is kind of approach empty’s my wallet, because it’s creative and it offers different ways of playing. These kind of things are most important to me in any MMO
  9. An awesome bad build to play, just fighting. Boxing/crosspunch/kick. Most fun to play on Tanker. Personal rules: Can only take taunt + defensive pp. You’ll still be able to perform viably in your role while performing mediocre damage (since ST needs to be considerably higher than AoE, but damage is still damage) I tested this out, turns out youL deal just enough damage to keep aggro on mobs +2 and struggle at +4 due to your semi high activation speed. recommend this. Oh and mind control in my opinion is the Best worst set in the game. Don’t hate on me :P
  10. Was a proud member of a small community, blue-side. Issue 13 Golden Diplomacy
  11. Absolutely, you always point out the right things. ;)
  12. I just leveled my 3rd contact reeling to level 12 (completing contacts to confident before progressing, without flask-backing) I haven't lost interest making in a fourth one. I left CoH right around issue 15 due to lost of immediate motivation, but due to the burning love I have for the game been yanked from my soul, I am just thankful its back. My opinion: I may have a quarrel with the many features added into CoH which made slow-progression disincentive, thus my part of the community was disabled, I've voiced this many times. But that doesn't stop me from understanding the OPs point of view (scratch - the entire game is end-game; I strongly disagree) The endgame is fun. I've played many, many MMos enough to understand the only ones that survive are the ones which treat endgame as a 'bonus'. It is what you do after there is nothing left to do. I have no beef for PL / Farmers. But there was a time, where slow-progression was the main attraction.. The only difference now is 'endgame' is the main-attraction and unfortunately this dynamic particularly takes away from slow-progression. And when we voice our concerns we're met with... 'just ignore the content'
  13. My favorite part about this suggestion is the unique (pull), I think it would make great use in this game.
  14. Seeing how many enemies have range/melee, the blaster is in danger no matter what distance (mostly melee range) I think if a tanker is present the Blaster will mostly safe with some exceptions of AoE, and if I recall correctly (Ive spent more time reading the forums than actually playing) very few AoE can intentionally be lethal.
  15. I don't argue that classless systems always fall into preferred builds. I just think they tend to, and more so than class-based systems. They're also harder to balance. I also think that the freedom gained with a classless system is ultimately an illusion. While classless systems might not invariably result in one optimal build, they usually result in a handful of really decent builds, plus a one or two very overpowered builds, and some number of gimped builds. Those handful of decent builds essentially become classes, but you still have a larger problem of the OP and UP variants, and all the complexity of balance that is less of a problem if you just have actual classes. Classless builds work better for TTRPGs where there's like 4-5 people sitting around a table. For an MMO, more structure is better. May I also add by giving to the smaller builds, dynamics which the META builds also use some how or never, just makes the OP builds even more OP.
  16. One thing I'd like to mention before the lock, and I temporarily hold my peace with what ever issue that AE has me.. intimidated by, is I've noticed Atlas City to be unstable, I think it would be silly to assume that this is due to traffic of the AE, but I feel it hasn't been mentioned or clarified. To anyone who is still interested in speaking about the subject. If not, :) I'm okay with that. May new topics flourish :D And new perspectives be addressed. 1) It could really be just my computer 2) My Internet? 3) Someothe issue not related to traffic 4) It could be just traffic, not too sure whether it is related to AE in anyway. Anyone else? I hope in the meantime I may sit back and reflect what I have learnt over the week :)
  17. I see your points, :) my intentions are good :) But if your health fluctuates up and down as the play-style you suggest, if the Tanker were to die due to 10 enemies attacking all at once.. There's a pretty good chance it could wipe out the team. I only suggest this cause I never thought to use regeneration on a Brute. Now you got me curious on what it would do for a tanker.
  18. I don't think regeneration will be able to handle (+4) players 8 without MoG. There is no way you will be able contribute to the team (Tankers are kinda soul-bound to team-play due to their lack of damage output and their inherent is focused on this). Trying to tank for a group say even when MoG is unlocked, (without large recharge bonuses to make it up 50% of the time) would make the tanker a dead-weight for the time it is down. If Tankers receive Regeneration as a viable option for the role of.. well tanking, it would take heavy rework for it to be viable in the early stages of you contributing to the role. I like the idea, but doubt it is as simple as 'copying and pasting' (Ik this is not how it works obv.) into the tanker pool. It would have to bring some form of damage mitigation from the start, and My thought process, If you have a Tanker who can both possess 2000% regeneration = 8.5%ish life per second @ 3200 MaxHP. That is around 278 life per second (massive) AND on top of that, is an AT can achieve 90% damage mitigation. It basically means you're immortal. I think it would be way too hard to balance, unless you creatively make it a unique version of the set. Because it will be too weak in the early stages, and way to OP in the later. There is also Willpower.
  19. I mentioned this in a similar thread. City of Villians AI, as I majored in red-side, observing the AI acted differently and the specific mob types you encounter mostly were not as challenging as blue-side. Its hard to remember, HC is not exactly the way I remember and I left a month after AE went live, I have no idea if this but I pretty confident this for certainty. 1) **DISCLAIMER This point is off-topic CoV you could absolutely run past the whole map, and the AI will not follow you to the end of the boss room, but was patched due to overuse of exploitable farming. CoH version didn't change this until much later, much like how the clockwork in HC always follows you I remember every unit doing this on blueside, but I remember 100% this is true, and I do remember when it was patched. 2) on topic The AI you face on Redside is significantly more easier than blue-side. By damage in numbers and the mechanics surrounding, such as easier kiting, truly more underwhelming and map missions being smaller. 3) on topic The community. Blue-side has Atlas, iconic meeting place. This in my opinion why blueside will remain topgun. If only Villians had a starting area with every imaginable resource and all maps connecting to (rail being easier than having to run to the edge of the map in order to dock 1/4 of playable areas.) CoV promotes isolation, isolation creates anxiety and anxiety desensitizing group play. I have a lot more points, but I just ran out of time. Sorry for the monologue as usual.
  20. no, no, thank you. You are doing great work man. Solid work. If its not to much to ask, just disregard what I am about to suggest ;) I wont take it personally. If I were to post a chart of activation rates / recharge rates | Along with DPS and the number of targets hit; and compare. Would you help guide me in the right direction in doing so? The powers I am thinking of comparing are. BS / WM / BA BS being the superior AoE (in my opinion) WM being the second best BA only being worse due to how long the activation speeds are. If I could make this chart, we could possibly find and dissect the strengths of each PS. Would you care to suggest adding more sets to compare? or replacing WM/BS in place? I will post the chart on the discussion board, late next week
  21. Very true. Custom-ability makes exploitable content. Human nature at its best. If it could be done, I would suggest removing the phys-box (described in SDK, many other terms for it) and dimming translucency of all decorations and barricades.
  22. On the top of my head. I to unlock content, and complain not having done so ::). One of my proudest achievements was unlocking SoA, and I constantly complained not being able to be PB/WS, it was a love hate. Having to achieve something in order to enable access to more features is my all-time favourite part about MMos. There is; of course, the downside of having to do it for hundreds of characters you immediately want to slap on a aura/cape, though actually having* to put work into it was a real motivation boosting. Dynamic-wise, I say this unselfishly as possible with good intentions, from what I experience in other mmos I still play today. I'd like to see features that would help me identify others who share the same interests as me, and ridiculous challenge-modes as an option from the very start. Such as a flag for: Street Cleaner (This flag will disable exp/inf gains from all missions) forcing that particular player to take it to the streets all the way to 50 (variables include disabled exp/inf when in party with a non-Street-Cleaner) And with it comes a unique Street Cleaner shiny badge when dinged 50. These ideas interest me the most.
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