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Glacier Peak

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Everything posted by Glacier Peak

  1. Players can suspend disbelief that Crushing Uppercut didn't dislocate an enemy's jaw, but the moment they see a blimp flying around Atlas Park that hasn't landed in 17 years.... 😆
  2. I'd be down if this was a player-seen-only feature, similar to adding stars/notes. Not a bad idea though, would be helpful for future content if I saw folks who I rated highly looking for a team. And if it was player-seen-only feature, it'd be fine to add "did not help team" "got in to trouble" etc type negatives. But like others have noted, we can already do this with stars/notes.
  3. I would say that the title of this thread is inaccurate. Villains in this game are defeated and afterwards they are arrested. What players don't see is that arrest - instead, these defeated villains disappear or fade away. Players can suspend disbelief if they want and just assume this is some sort of M.A.G.I wizardry that does that or they can assume it was an afterthought of the legacy developers that was never addressed. Either way, the defeated enemy will either show up at the PPD or the Zig, make bail, then hire Chris Jenkins and swiftly return to their evil ways.
  4. I haven't even thought about defeat through the perspective of character concept. Having not delved in to RP much, I can't say anything on the topic of defeat and RPing. Anyone have feedback to share about that?
  5. Having played during the times when Instant Healing was a wonderful toggle, I have attempted to get that level of healing regeneration in this day and age with IO sets. The best I could do was around 60HP/per sec regenerated on a Sentinel. Unfortunately, that is no where near as good as it once was on a Scrapper (not arguing it should be comparable for Sentinels, just my experience between the two ATs). If folks really want to regenerate fast, hell even faster than they could during toggle IH days, try using Rest 😁
  6. In the scheme of game play, risk versus reward, that makes sense.
  7. Oh that's a good idea! Almost like the supergroup version?
  8. If that happened a GM had to reset the zone manually or it was no more Hami raids until they reset the servers.
  9. Oh this is so true. Retoggling when you're 10 toggles deep is a real buzzkill.
  10. The yellow mito bloom was a favorite of mine, when it happened, you knew it was all over. A yellow mito for every player in the zone. Whammy!
  11. I appreciate adding all these, I'll edit my list to include them.
  12. I'll admit when I wrote "back end tooling" in my updated post, I thought you were trying to pull a fast one on me, but I'm sure it means something non-freudian 😄
  13. Wow great feedback. I thought a lot like that when the game first came out. Lots of new players and folks playing in what I thought were odd ways.
  14. Team wipes definitely FEEL that way. The impact is immediate and likely equal to all members (unless THEY were the one who pulled too many enemies and the AV in to the group lol).
  15. As far as I'm concerned, Homecoming is what CoH should've been back in the legacy days.
  16. The second mission of what? Do you have a contact or story arc?
  17. Does that lack of concern for any pending defeat make folks feel more super? Empowered? I mean at some point in every comic arc, the protagonist experiences defeat in some way.
  18. Fair enough! That is why I made your's blue 😄 I totally understand the anonymity though!
  19. From a gameplay perspective. Being defeated means something - but what does it mean to a player? That is my question.
  20. I hear that! I am curious, of the top of anyone's head do they know if Patrol XP pays off Debt? If I can pop the Experienced temp, does that eat away at debt?
  21. I get this perspective. In a game where gameplay is conducted while not being defeated, the only recourse while being defeated seems to just be potential embarrassment. Though as other posters have pointed out, it is actually a benefit if this happens when someone on the team has Vengeance.
  22. I love this! I forgot about the days of Vengeance stacking (at least before when that could be done). Vengeance is still an amazing buff to use.
  23. I'd like to hear other players perspectives. For me, being defeated causes me to do two things, select a resurrection option (self-rez insp, temp, p2w power, or RotF, Revive, ask teammate for rez insp or rez power, select my base resurrection, select the hospital, or in-mission hospital for some) and receive a certain amount of debt after... Level 10 I believe? The former is trivial and the latter is insignificant to me. I may experience a slight delay in my efforts during solo play by returning to the battle or the team may or may not have to wait for me to get back in to the action. Debt itself seems insignificant to me because, well, it's just gone so quickly I never really notice it. (Not like the old legacy days where I would've deleted a character and started over when faced with *levels* not bars of debt). Anyway, what's the impact to you upon being defeated?
  24. Fair enough - I did my best to cater to what-if scenarios presented by @Greycat. They can't all be winners!
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