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Drakwatch

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Everything posted by Drakwatch

  1. I've always imagined them to be the second half of the 5th Column - Nazi splinter groups formed after World War 2. The Council was formed from within the 5th Column, so you can use deductive reasoning to assume that they are a fascist organization that believes in race dominance and eugenics (super soldiers, human augmentation, ect.) The thing that separates the Council slightly is their alliance with the Nictus and their ultimate goal for the Path of the Dark. (https://archive.paragonwiki.com/wiki/Path_of_the_Dark).
  2. City of Heroes 2 was in production / a working pitch awaiting approval at the time of shutdown. We have some proof as David Nakayama, who I believe was art director at the time, had a few concept art pieces to share after shutdown. The rest was taken to the grave with Paragon Studios. The images attached are described as "Character exploration for a proposed CITY OF HEROES 2."
  3. I started playing just after launch when I was 11, back in 2004. haha. My dad got the game for my birthday not realizing it was an MMO at the time. We've always played as a family until the servers shut down, and now we're playing together again. I'm 28 now. (I knew this was a game for old people, but I didn't realize HOW old everyone was. 😛 )
  4. The other day, I discovered a Freakshow encampment in Faultline in the far South-west corner of the map before the dam. I also went badge hunting in the Abandoned Sewer Network, and while looking for the "Living Dark" badge, I learned that the Arachnoids have made their own little nest in Paragon's sewers. These were all news to me!
  5. For me, Mercy Island, even with the redesign, is incredibly slow and painful to play through. I don't feel Villainous at all, I feel like a lackey punching snakes and groveling to my contacts. DFB helps, but it takes a while to find folks on Redside most days. Once I get to Port Oaks, it opens up newspaper missions and much more interesting content and from there I'm good. Also, I feel like making a villain concept character, at least from a RP perspective, is really hard for me. Hero character concepts come a lot easier to me when making an alt.
  6. If more enemy groups were to be added as lore pets, I think the Animus Arcana would fit really well. Spell casters and magic themed characters would look so great using them. https://hcwiki.cityofheroes.dev/wiki/Animus_Arcana Another enemy group I would love to see as a Lore pet are the Animated Swords from the Apex Task Force. It would be so awesome as a melee weapon user to summon a group of floating swords to hack your enemies apart!
  7. Not sure if this was called out already, but our team noticed that Diabolique is missing her entire description in Maria Jenkins Part Nine: Find Positron mission.
  8. Just a suggestion, but I think it would be nice to have a button in the launcher that lets you toggle if you want the City of Heroes login screen, the City of Villians login screen or the Going Rogue login screen. It would be a nice throwback. I think there's a launch parameter that allows you to do this anyways? But I don't think most people know or bother with it. Might be cool to add a toggle to allow you to use the OG CoH music or the CoH Freedom music as well.
  9. Here's one I recently put together: Danger Claw - Natural Claws/SR Brute Really happy with how it came out. I wanted to have something visual where the claws would be hidden in the gloves and the Banded robotic gloves worked out nicely. I also wanted an excuse to use the samurai menpo mask (which should really be ported to non helmet options.)
  10. My two cents: A game about customizing super powers needs an "Invisibility" power. It just ain't right not having it in. Also, Superior Invisibility would no longer be superior to Invisibility!
  11. Thanks for all the hard work, devs! Can't wait to try it out.
  12. Since it seems we are posting Fire/ Ice characters... Here's one of my mains; Matchlight - Fireblast / Cold Domination Corruptor. She was a former Outcast with temperature manipulation powers.
  13. Did you try lowering the FSAA (Full Screen Anti-aliasing)? I recently changed monitors to something a bit bigger, and I had that setting all the way up for some reason. It was giving me around below 30 FPS on medium settings no matter what I did, but when I changed it to my correct monitor resolution and switched FSAA to 8x (I believe?), it made everything a lot smoother and back up to 60FPS on max settings.
  14. There's a good link to the old loading screens here: https://www.dropbox.com/s/lraeslcbbfhd08v/Old_Loading_Screens.zip?dl=1 They are just Jpgs, 1440 x 994 ppi. Seems like decent quality but they will have some upscaling issues with bigger screens for sure.
  15. Has anyone come up with a solution to this? I would really like to see the old loading screens in-game again, I like their designs a lot. It would be cool to replace them with our own loading screens too. This previous thread mentioned that it is pretty difficult to replace those images, but I do still really like the way the old loading screens look. It would be cool to mod them back in.
  16. https://archive.paragonwiki.com/wiki/Story_Arc https://archive.paragonwiki.com/wiki/Hero_Story_Arcs https://archive.paragonwiki.com/wiki/Villain_Story_Arcs Wiki might be your best bet - it has it organized by Hero or Villian, level, and then it shows which factions you'll be fighting in the story arc. It's not a complete list I think, but you can at least plan what contacts to take as you level up.
  17. Oh snap, I gotta check myself before I go off and talk about lore, it seems. Thanks for the correction, lol.
  18. I've said it in a few threads now, but now is the perfect opportunity for a Back Alley Brawler TF. I think a few people touched on it in the last General Topic of the Week. As for heroes who could be used as TF contacts, a redeemed Frostfire comes to mind. We also haven't seen Malaise in a while - maybe he could be slipping back to his villainous side and organizing Rogue Isles metahumans for an attack on the Vindicators. Lots of different threads in the game to pull from.
  19. This. A few TFs could really use the Positron treatment, especially Citadel. Synapse, while long, still has a few memorable moments - such as the Babbage ambush and the Clockwork king's lair - but it takes a long time with many kill-all missions with the same enemies. Same with Citadel. Bulwark goes down about the same quickness as the rest of the Council bosses, and Vandal isn't a particularly dangerous enemy. Anything to add more memorable moments and battles would be awesome. Another separate discussion could be about additional TFs. I think Back Alley Brawler is due for his own TF. It should tie up the loose ends after Eagle Eye's arc, a mid range level 15-25 TF. BABs takes revenge on Deadlock and takes down the remaining Skulls leadership. Could also have the Trolls get involved.
  20. @5099y_74c05 , I'm mostly looking at playing the game in a theater mode, so immersive mode seems to be the most promising to me. I have not purchased or used Vorpx at all yet. It sounds cool, and from the way you describe it, it seems like it has a lot of versatility if you put the time and effort into it. (Plus Full VR sounds awesome for other games that I own that don't natively support it.) Would you recommend Vorpx for immersive mode alone? Do you have any other recommendations?
  21. I'd be interested in playing CoH either in a VR theater mode or something similar. Wondering if anyone else has had more experience in this and if they enjoy it / how playable it is? I have a Samsung Odyssey + similar to @5099y_74c05.
  22. Had a few thoughts on how to add "new" and "hard-mode" content to the game. I feel like Incarnates need a bit more recurring content outside of Incarnate trials, not to mention a way to challenge the power creep. Hazard zones currently don't have a whole lot of content to bring players back or incentivize lower level teams to visit them over doing radio missions. These are all quick ideas, btw. Incarnate "Sortie" Trials The well of furies is surging, and empowering certain enemy types to massive power levels to rise up and challenge the incarnates. Luckily, these power surges can be sensed and it's up to a team of incarnates to stop them. Basic concept: Weekly 3 mission trials with incarnate level powered enemies. All enemies are level shifted to level 54. Players will need to seek out and destroy "monoliths" (similar to pylons) created by the Well of the Furies that are empowering these enemies. Must have Lore unlocked. Each mission has a twist for an extra challenge, enemies will be powered with 2 random conditions: 300% extra armor (absorb) Enemies deal x3 damage Enemies deal (random selection) of extra fire, ice, energy, negative, toxic, psionic, lethal, or smashing damage. Enemies heal damage over time. Endurance of players if halved Hitpoints of players are halved Cannot use travel powers Extreme cold: Slowed, -recharge +fog Extreme heat: -defense + small damage over time Radioactive area: -resistance, - health & -end recovery rate Random archvillain enemy at the end (respective to their enemy group). The final mission has damaging patches of surging incarnate energy that players must avoid (similar to Battle Maiden's orbital strikes). Finishing this trial will reward with bonus 1 empyrean merit, 1 random rarity incarnate salvage, and +bonus XP. Limit 1 run per week, per character for bonus rewards. Hazard Zone Bounties New zone event in Hazard zones: Bounties! Specific enemy types will be targeted in the Nav window (Hellion Damned, Freak Tanks, Nemesis Jaegers, Hamidon Devoured, ect). Players must defeat 100 of these bounties. ALL defeated bounties (including elite bosses and GM) reward bonus patrol XP and a bounty reward token. Tokens can be spent at the Recon Officer for temporary powers, SO enhancements (maybe?), and badges for bounty defeats. During this time, elite boss enemy types will spawn and will ambush players doing bounties. These enemies are worth 10 bounty points and scale to your level. When they spawn, he will be marked on the map. Once the bounty is completed, it unlocks a Giant monster rampage! Giant monster spawns in a random area of the map with a huge group of allies. (Think Ghost of Scrapyard.) They will rampage through a predetermined path in the zone and must be defeated within the time limit. If not defeated, then they leave the zone and the bounty resets. If defeated, they drop a bonus random rare recipe and 20 bounty tokens -plus the normal giant monster xp and drops. The idea is to add more team content for Hazard zones while making them potentially more dangerous.
  23. It's part of Number Six's arc in RWZ - one of the first missions has you visiting the Last Bastion to save Praetorian citizens. Part of a greater Nemesis plot, I'm assuming.
  24. Just realized that with the new update, you can get an Ouroboros Portal at level 1, and then use it to get to Echo Galaxy City. Granted, there are no missions available there, but I can at least street sweep as a lowbie in the Nebula District just as God intended. One step closer to having Galaxy City as a starting zone again! Thank you, devs.
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