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Captain Yesterday

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Everything posted by Captain Yesterday

  1. Love the game. The game is trivial at lvl 50. But love the game. While playing and talking to teamates, I came up with an Idea to put in some new advanced content. Since new content/stories have been implemented/ proving it can be done, idea. This is long range content ideas for the devs and so I don't forget it, or forget to mention it. it's only for the devs. But I realize I have to expose myself to the forum negative jackals to try and to get any idea across that isn't praise, gets at least 5 /jranger if its a good one, so here goes. Advanced content for coh to bring back challenge New incarnate stores - Just missions to start to bring difficulty and teamwork back to coh, Announce that this is NEW INCARNATE content - make it in a totally different place like oroboros, it can be a different plane, an advance far in the future, a different planet, etc. In order to make new content that challenges people without robbing them of their achievements, incarnates, accolades, etc here's the gist All minions have 60% to hit, and do 25% more damage All lieutenants have 65% to hit and do 35% more damage All Bosses have 70% to hit and do 50% more damage All AV's have 75% to hit and do 75% more damage Raise the aggro cap to 20 With that one change, on the new content labeled NEW INCARNATE WORLD ONLY, Controllers will be needed again, tanks will be needed again, teamwork will be needed again, healers needed again, damage barriers needed again, etc All the incarnate abilities become useful instead of over the top. Alternatively, (worse idea), you can tie it to the difficulty levels that people are complaining about. at +1 difficulty All mobs have 55% to hit at +2 all mobs have 60 to hit at +3 all mobs have 65 to hit at +4 all mobs have 70 ti hit At +4 team members or more, all mobs get an additional +5% to hit. Raise the aggro cap to 20 This would bring back old coh style playing, but you could put it manageable in a new enviornment that the player has to go to and understand the NEW rules there by choice. I won't be checking back on this thread. just wanted to get it to the devs. feel free to /jranger your heart out ( It's like people are camping out on the forums waiting to type it). well have fun you adorable trolls.
  2. Regen sucks. Period. I have watched countless PI team Regen tanks eat mud 1-10 times during an actual adventure. That's a terrible thing to be exposed to after hours of playing. Thank God for the AE. I used to play regen scrapper back when live first opened, and quit after the nerf. Even when regen was at it's best, you could still faceplant 25% of the time if you get in over your head. That's acutally alot of deaths for a scrapper or tanker. But the regen tanks/brures I see running around now. Well, you don't see them. Because they quit. I have personally seen 2 Regen tanks announce during their many faceplants on a PI radio team, that they are rerolling their character. Counterpoint: what is the pint of regen, that doesn't regen? Counterpoint 2: is the formula of Defense CAp + Damage mitigation the ONLY things that is allowed to survive? What about Super Refexes/Defense based Mitigation without the auto-hit? What about Regen with little to no defense or mitigation that just lives through it all? Without those functional differences, we are all forces to play the same game at high levels and in the end, no matter how we build.
  3. Quality of Life Attempt: Remove the enemies Auto hit after so many misses. I understand the original devs wanted to make things "racy" by first putting math in the game to create a to hit structure, and then make things occasionally exiting by ignoring said math every X amount of hits. The result is the game can be quite trivial for Super reflexes, Ninjitsu, Ice, and Shield characters. Unlike other Powersets, their WHOLE powerset angle consists of not getting hit. So when they hit that 45% defense cap, they should enjoy the fruits of their rewards, but instead the game robs them by making them get auto-hit after a certain amount of misses. The effect: this spells disaster at higher levels for anyone who has worked hard on their toon. Only to see them get killed not because of poor build, poor play, or because of lucky dice rolls (which they would need to even hit SR, but because somebody with a "nature always finds a way" unfair attitude was the GM and decided to build in a back door to their powerset. What happened to the math? The math that they set up in the first place? I kinda see that as unfair. Many a time I have been in a lvl 50 pi team and had some SR tank jump in and do great for 12-20 seconds and then just EAT FLOOR. Every time. Yes, you can build for some damage mitigation, I have an ice tank with 45% def and can get my all my resists to 90% and energy to 71%. That's for 90 seconds. But it doesn't fix the chink in the armor that totally breaks the concept of trying to be agile, ninja fast, or unhittable. Point: with the number of mobs a player faces on +4/+8 content, sol, and farms. 5-7% change to get hit from 17-32 mobs is fair enough to get nicked and good enough to feel super, especially without the guaranteed to be coming, you'll get hit by Gm stick of "don't be so good, and don't have so much fun" soon. This game is for fun and not profit, whats to lose by making this change? who would die? What great plan or balance would be torn asunder? Counterpoint to ponder: What if the devs decide that 90% resist is too high and after every X amount of times damage is resisted, one attack always hits for 100% damage with zero resistance. Then everybody would just start eating floor at random times because the rotation of 90% resist would pile up and there would exist a 3-5 second wind that exists while the character is taking damage that would just floor the character. Counterpoint 2: this is not a pay server? who is it hurting to feel more super? at least if you dispute it, then change the auto miss feature and remove it from powersets that depend on Defense entirely as their main tool. Super reflexes, Ninjitsu, and Ice. 22% resistance from tough is not a thing to be trying to live on as a tank when up against baddies since your power has a Original developer placed hole in it. is the formula of Defense CAp + Damage mitigation the ONLY things that is allowed to survive? What about Super Refexes/Defense based Mitigation without the auto-hit? What about Regen with little to no defense or mitigation that just lives through it all? Without those functional differences, we are all forces to play the same game at high levels and in the end, no matter how we build. I have commented on the internet and the coh forums. Let the wailing begin. /jrangers unite. PRO TIP: this is for the developers to see, to see if my idea has merit.
  4. Wow, I'm obviously out of the loop with the mentality(?) of the coh crowd. I was hoping you guys had some better ideas. As far as monetization goes. COH is already taking donations. I am talking about more donations for more tangible results. But i get No helpful replies, or discussions why this isn't a good idea. Are you sure your are still the same "fun, coh community is so awesome guys" crowd? Seems different now. Just I.Q. trolls, trollin' NONE of you are interpreting what I said correctly. Can you imagine if you stuck to my topic and not induced this strawman? My topic focuses on new powers and new changes. You bit down on a sentence like an old hound dog and let the car drag you down the street. Sheesh. Can you come up with a creative helpful comment? I know I am asking too much of your capabilities. So, Asking for some clarity and something to be put into action and throwing my ideas into an IDEA forum is as to blaspheme huh? Lock and ignore? I was asking about how to actually spur change instead of posting powerset and change ideas into the void of space and waiting for the "gods" to bless us with such. Such talk and brain using is verboten i see. In rush the /jranger brain police to shut down all thought. Enjoy your game. I tried yall. Haters gonna Hate.
  5. Create a list of optional game changes/powersets and make it a donational level change and keep the meter running, like a telethon. TLDR; When the donation level is reached, the change is contracted and implemented within 2 months. The 2 month speed is achievable by hiring outside specialists to complete the changes, even reaching as far back as the original Dev's to help make changes, leaving current staff free to work as normal. The people playing would decide what powerset/change is developed next by voting with their wallets. Get a specialist/contractor someone who's only job is to make changes - i.e someone from original coh/ someone in house/hell even someone from cox/ over her to change powersuits and create new sets - pay them for it on a PER JOB basis. Get someone you can trust or just train them up. What do I mean? have a board that says: (i'm not a numbers man, this is just for idea's sake) Whip powerset Dev $2000 goal currently at 400/2000 Mastermind pet editable costume changes $3000 Currently at 2700/3000 Fixing X power or changing X stat $1000/ Currently at 999/1000 And get out of the way of the money Tidal wave that's about to roll in, as people could pay for the ability/change they want and get Hyped of the progress every day/week as they move towards the change in the game they want. People may be slow/iffy about donations but if you put up a price and they can pay to get what they want, Heck, even I'd be donating and chucking $10 per check towards a goal I wanted until it was done sounds like a good investment in entertainment. Because such an accessible, Everybody wins kind of feedback change has NEVER been done before. Ever. And the more people like an idea, the more money it would get and the faster it would get completed. And this platform and situation with homecoming is the best one to do it on, ever. And when the donation has been achieved, the Dev's have the money to hire a competent person, with no skin off their back and no time out of their lives, to create said change in the game, and they person given the change is given the project time of two month till release. Why so short a time? 1 because it is 1 change 2 because the person is only responsible for the 1 change in the game and nothing else, so they are free to excel, and in fast manner too 3 The fast manner from donation post to game release is so that people have faith in the system. When the first powerset gets paid and release in two months and works like a charm. Go get your wheelbarrels! you're gonna need a way to haul the next incoming batches of cash around. 4 If they don't know how, they can hire a specialist who can. I know the guys at cox are already changing/making new things, and I'm pretty sure some of the devs from the original coh are still alive (looking at you Matt Miller and I am very sure that no matter how their own lives have evolved, NONE of them are allergic to CASH for a one and done easy project that they are already knowledgeable on. My thought is it would be like someone paying you to fix a computer for them on your own dime if you worked in best buy tech shop. Can a GM/Dev answer the following question? A - The devs plan to make any changes at all and in what time frame - so I can go back to taking naps instead of dreaming of stuff that will never be? B - Can a system be devised or put into play? I.E. someone from the devs contacts this forum and says ya or nay to the idea? My understanding is this game is done not so much for profit (but nothing is done for ZERO reward), but for love. So let US END USERS show you how much we love by allowing use to Send in $$ love, for CHANGE. And watch everybody win. So can this be done? Set up? Can a Gm/Dev answer Yea or Nay? Curious. Thanks!
  6. Wow, this is amazing. Thank you both very much for your hard work and input. This is gonna be one helluvah toon thanks to you guys.
  7. I want to remake one of my old toons to play the game the long way. Captain Yesterday. He was a regen scrapper, back when they could hardly be killed. After the nerf, toast, and I left live shortly thereafter. I want to remake him as either a soft capped invl/ma tank or a soft capped willpower/ma tank. I just got into the meta of the game, and with numbers visible it all makes more sense. But I am no maestro. I'm looking to play smooth to 50, hold aggro, and not go down. I heard willpower sucks for aggro. But i was considering it because it has the of "regen lite" and I wont be sucking wind going full out attack. Hi I've seen the softcapped invulnerable build tricked out at a cost of 800 mil. I was wondering 2 things. After reading the forums and looking at builds, I am currently under the impression You can't possibly get a willpower to the soft cap for all defense and all resists. Second is there any master craftsman out there who can toss me a build? Go nuts with the money, the first thing I did when I logged back in to COH was research ways to make money, cause I didn't want to be a broke bum anymore.
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