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gameboy1234

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Everything posted by gameboy1234

  1. Personally I think the whole salvage system is broken with relatively low numbers of people playing. We could: 1) Automatically seed the AH with salvage for each player (like it never even shows up in inventory, just send it straight to the AH) or even just give players some sort of universal coupon that substitutes for any salvage at all. Then we don't even have to do the AH thing, just make whatever recipes or IO sets you want. 2) Dump the salvage/recipe system altogether and just seed the AH with Common IOs and IO Set Enhancements. Basically a cheaper version of reward merits, people get Common Merits (or something) for cheap IOs just for playing regular content, or convert Common Merits to Reward Merits to allow for the more expensive stuff. Somebody would need to data mine this for drop rates but I'd like to see all slots fillable at level 25 with common IOs plus one or two of the more expensive IO Enh. Drop rates for Common Merits should allow for slowly IOing out your character up through level 50. Possibly drop the costs for the current Reward Merits so people can just buy IO Sets they want, this will compensate for the fact that salvage to make those sets no longer drops. The idea that people were going to stand around East Commons Atlas Park auctioning off the salvage and drops they got to other players was a good idea, but something went really wrong with the implementation, and I'm not sure what. Maybe just the balance, that IOs were balanced around needing to be a money sink for advanced players. Or just the fact that the whole crafting mechanism is tedious to deal with. Either way, I think some simplification for current players is needed. (Aside: don't forget that the current AH is seeded with an infinite supply of common salvage, just at prices no one really wants to pay. (Common salvage caps at, what, 10k? Around there.) So turning off salvage drops will NOT result in people going wanting, it just means they'll have to pay more. Drop the max rate at the AH for salvage and the problem goes away. Or just dispense with the need for salvage at all and the problem goes away too.)
  2. Whenever we have these discussions, I think the main thing people agree on is that Detention Field sucks and needs to be a click toggle so it can be shut off early, whenever the player wants. I'm not against more damage, though I'm a little pressed to see how two damage powers are going to contribute much to a team (FF players get a whole other power set if they want that). But those are the two main things people seem to want: damage and a change to DF, so sure. Of course, development seems to be plugged up at the moment, so it's a serious open question that we'll get anything at all in the near future. Not sure what the dev plans are for the future either, what has priority.
  3. Plenty of people have already said it, but: welcome home.
  4. Something I've been thinking: Honestly I think there's only so many good mechanics that one can come up with for a good and fun class buff mechanic. I feel like the idea that one needs to have a unique mechanic for each class is what is causing problems finding good mechanics. So, why try? Fury (Brutes) is fun. Give Blasters Fury. The more hit rolls you throw out, the more damage you get. Sounds like a great mechanic to me for Blasters. Also the more you get shot at the more damage you get, but pulling aggro has different connotations for a Blaster as opposed to a Brute. Let's just pause a moment to remember all of our blasters who (briefly) pulled too much aggro.
  5. This is probably fair. I played with a teammate on Posi 1 who by that level could actually drain the CoT down to 0 End, so that they couldn't attack at all. It was cool and awesome and helped a lot, but it was also either OP or did nothing. Not sure what to do about the End Drain / Recovery Drain because it affects every mob in the game, and could take a ton of work to rebalance. Maybe: reduce the End drain / Recovery Drain so it's only a little, and then put a ton of it in the Tier 9, some nuke with a huge recharge. Allow *some* total shutdown at highest levels, but only some as it's a Blast set after all. Then I would replace the End Drain / Recovery Drain on all the lower tier attacks with a light Stun effect, to add a little CC to the set without being overwhelming. Clockwork get a stun that you "wake up" from if you take damage (it's basically a Sleep) which might be good, and the VFX for it is already in game and looks cool. A small chance of that per attack would add a bit of control without being overwhelming. (A high chance of Sleep would make the set very solo friendly, but might require adjustments elsewhere -- to base damage, or End cost -- to keep it balanced.) I also think a Sleep type CC would be much more intuitive for the Devs to balance. But I'm guessing from having watched the set played. Take with a large dose of salt.
  6. I like the cohesiveness of CoH better than say Champions Online, which feels like a lot of random locations just smushed together randomly. But yes now that we've got that cohesive locale, that home base, I wouldn't mind seeing what's going on in Paris or New York or Venice or Tokyo or other places.
  7. Also: we need to just a little update to the lore, that Rogues Isles was always closer to Paragon City. They're probably both in Florida. Or maybe the Mediterranean? I dunno.
  8. I have definitely been kicked off teams as a Rogue because of both Ouroboros and base portals. I think only on blue side TFs but I wasn't making notes or anything either. They may have fixed it since last summer 2019 but that's what happened.
  9. I've had the same idea running through my head for a while now. I think new missions should be added to blue side to go to Praetoria or Rogues Isles and do some missions there. New missions and new sides would have to be added, but in the meantime just letting people go there and do missions would be fine. Also, I often do play a Rogue, and I pretty much hate the split Red/Blue side we have now. There's all sorts of ways this doesn't work. Including kicking you from TFs or other teams just because you used a base portal or Ouroboros. That system should go away too, it encourages everyone to just congregate on one side (blue) and not bother with the others. Connecting all the trams and other travel affordances is a great idea, keeps people from getting stuck (or lost, or confused) if they're sent there on a mission. You can always get back! And of course makes it possible to go there until contacts and missions are added.
  10. I see what Patti is saying though. Powers are a lot more fun when you actually have the whole set. The early game is slow and can feel tedious to play through. For incarnate content, a lot of effort has gone into the content itself (not really the powers so much) that makes it more interesting to play, and I can see why people might be asking for more of that at lower levels. (And I think theoretically Preatoria provides a lot of the things that Patti is mentioning. But it's so depopulated that it's hard to recommend, especially to new people.)
  11. So, seriously: for new players, what do you like about the game, and what do you think could be improved? Anything at all, open ended question!
  12. It does fell like ideally this is the sort of thing that we want new players to experience. Actual content that they play through and enjoy. But I'm not sure how many new players we are actually getting, and how much of this game is just nostalgia for returning players. Given the graphics and the pre-WOW presentation, is CoX really going to attract new players? It might but I don't think it's certain. One thing we might want to consider is a survey when creating a new login to ask if players are new or returning. Might give us some hard data about what players we do have here. Anyway, good thoughts and well expressed. I do agree that we should be thinking about player experience, new content, and presenting that content to the players. But I think we also have to be careful about making assumptions and be certain about who our player base is and what kind of experience they want.
  13. Third base. (Sorry for the derail, I'll stop now. :))
  14. I've been noticing this on my current MM and it's a pain. By default my run speed is tons faster now, and it's very easy to leave the pets behind (where pets == pretty much all my powers). I'd suggest either the pets get a permanent speed boost, or some new AI code that says any time they're trying to catch up to the MM (as opposed to fighting enemies or just standing around), they get a speed boost equal to Swift plus Ninja Run or so. Ninjas, of course, should actually get and use Ninja Run when they're trying to catch up. I mean, what else? P.S. Other pets should probably get speed boosts too. My Force Field generator for example is too slow also. Sorry to be a pain but it kinda needs to happen.
  15. Yeah, like this. Also I wish ALL contacts would give me their phone number right away. Maybe even before I talk to them the first time, like when I get "introduced" to a contact by another contact, I should get their digits. (Also would like to see an option for /em cell to be used whenever I'm "talking" to the contact over the phone.)
  16. Since this is a wish list, I'll add that I don't like how level scaling kills my pets every time I change level due to joining a group or having the leader change or the mission level (like on a TF with a max level) change. It's a PITA to constantly resummon my pets, and I object to it too for role play reasons. 1. Have pets use the auto scaling code that some enemies have so they automatically adjust their attacks and other abilities to what ever level they should be playing at. I realize this may be more complicated for pets than regular enemies, but that's my wish. 2. Pets should keep buffs like T1 and T2 upgrades, they just don't get any of those abilities when they're leveled too low to use them. (Need to discuss whether the +5 level thing should apply to pets too.) When they level back up, the buffs are already there and they just start using those powers again.
  17. I initially read the title as Suggestion: Add KB to Tactics and about sprayed my lunch on the keyboard.
  18. Lots of MM ideas are floating around. I played a MM to 50 live and I'm leveling a different one now for fun, and I'm remembering a lot of the issues that MMs have for customization. For starters, each MM model is actually three models. You need the base model for before they are upgraded. You need a model for the tier 1 upgrade and one for the tier 2 upgrade. If those models are not "compatible" somehow, then you'll need to have a fourth model with the proper look for both upgrades. Likewise, if you're adding new models, you may need new sound effects for each one. On top of that, some MMs may have additional requirements. Thugs spawn with a random model out of a set of three or so possible. This adds to the verisimilitude of actually having a gang that you call up random members from. Then there's gang war which might need its own set of random models. Etc. Each one is a small detail but it adds up. I'll add: Robots: there are enough "robot" parts in the character creator to make a couple of decent themed sets for another robot set or two. Beasts: likewise there's enough animals as pets and travel powers now (coyote, liger, puma, lion, dark wolf, etc.) where you could probably get one or two additional looks for Beasts without a ton of trouble. Ninjas: these could be spiffed up with some of the "warrior" themed costume parts for a new look. These would all be great to do, but it's going to be a hefty amount of work to get something "simple" done for all the MM sets! (Also Thugs totally needs a "pirate" themed set.)
  19. Just kind of thinking out loud, the devs already have changes on test for improving the Enhancement drops, such that TOs and DOs are completely superseded. Add a drop to the completion of every mission in an arc of a new Enh of the appropriate type. That would help and save some money too. I know one reason I like DFB is it drops low level SOs, which helps new builds immensely.
  20. This is how I feel. Most of both the Patron Pools and Epic pools don't really feel worth it in my opinion. Back on live before Going Rogue I picked Scorpion because of the Shield and the AOE Web grenade, but that was kind of the least bad option. It worked well enough with my other powers to make it useful, but it was kinda meh overall. It also did not feel terribly thematic with my character, I just took it for the mechanics. I'd run out of better options for powers, as opposed to be really excited to see a big increase in power. That's a problem, imo. I think making Patron Pools more powerful would be problematic with IO Sets and Incarnate powers now in the game, but I also don't like the way Patron powers are kind of held out to be the big goal for characters and then you get there and it's all "meh." But unfortunately I don't know what to do instead. As I'm typing this, I'm thinking that I really don't like any of Lord Recluse's lieutenants as patrons, and most of my Redside characters are more free spirits who would not accept someone in a "patron" roll at all. (Unless it's a Patreon, and involves free money. Then we can talk.) Some other themes and other ways of gaining late game powers would be appreciated. Both partnering with other groups and acquiring power entirely on one's own I think would be helpful. Themes of personal power (beating the heck out of some group), scientific knowledge or skill (discover/make it yourself), great sacrifice (magical binding that put your own soul in danger); stuff like that might fit some additional character concepts. Epics feel the same way to me, but that isn't the subject here.
  21. I want to add another "yes please" to this request.
  22. Oh yeah, Caltrops: The "Fear" associated with Caltrops is bugged, imo. The AI just does crazy stuff when caltrops are out. So much that I won't use this power on teams. Pls fix the AI.
  23. Playing a Traps MM right now, just for giggles. I have to say, even with mid range generic IOs the set is SLOW AS SNOT. Triage Beacon lasts a good long while but it recharges so slowly it's never up. Plus the fact that the beacon itself lasts so long isn't helpful. I can kill three groups while that thing is still going (and still recharging). This means that it's frequently running on some other part of the map while I've moved on, basically doing nothing. Halve the time it lasts, double the healing, half the recharge time. That would be a start. The other thing about Traps is that it's a real endurance pig. Like seriously, to excess. The endurance costs of every power probably needs to go down, and by a lot. There's just no reason for a secondary like that to cost so much endurance.
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