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UltraAlt

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Posts posted by UltraAlt

  1. On 12/13/2020 at 11:15 AM, Grindingsucks said:

    I tend to think of CoX as an online, Superhero RPG. 

    I play it as an RPG myself. I like role-playing my characters.

     

    But I am RPG-lite. I'm not 100% RPG all the time, especially when I'm with my old gaming buddies from RL.

     

    This post was going much better before the forums ate 30 minutes of my work.

     

    On 12/13/2020 at 11:15 AM, Grindingsucks said:

    Also, I can't deny the fact the the word "influence" sticks in my craw.  If it isn't going to function according to its label (mechanically speaking, I mean), then just call it what it is:  Resources (or wealth, or whatever).

    Page 66 of the book that came in the original box set talks about influence.

    I had typed all that in, but I'll just go with the definition part. 

    "Influence represents the respect you have earned from Paragon City, its citizens, and your fellow heros, and you can use it to improve your ability to combat the forces of evil."

    Most of the respect from other heroes comes from this quote "You may also trade Influence with another heroes."

     

    The Market of Might

    So my Empathy Defender that was unslotted and weak (back before Wentworths), went to the University to learn a craft(ing) and went to Wentworth to see who wanted to purchase his goods (they were goods because they were made with Influence and not Infamy!). Pretty soon thanks to that (and a Charles Atlas training course), he was fully slotted and had some influence to throw around to other players to show how influen(ce)tial he was.

     

    Don't Cross the Streams

    Then this happened which totally ruined with Influence was and turned it into outright currency. This was another major strike against RPG'ing in THE CITY. (I think some know how I get about Farming, so I'm not going to go there)

    What is this?

    You want it all, but you can't have it.

    It's in your face, but you can't grab it!

    The villains had Infamy and not Influence.

    They didn't earn Influence for doing good.

    They earned Infamy for breaking the legs of Long Bow Agents and for dirty deeds done dirt cheap.

    The villain Black Market was tiny compared to the Wentworths. 

    Of course, it was. There was far fewer villains.

    The villains were locked off from the good produced by good/Influence because of their evil ways.

    And besides, they were villains! Why should the benefit from the good/Influence work of Heroes?!!

    Villains whined and conned the DEVs into taking down the dividing wall, breaking another bit of the canon.

    The Wentworths and the Black Market merged. Influence and Infamy became the same thing. The currency of doing good was intermingled with the currency of evil.

    A little too real world for me.

    I'm here to escaped the muddled gray and play with the stark dividing lines. It seriously hurt me that the DEVs thought that the currency for doing good was the same currency gained for evil acts. Not very comic book at all. Or maybe just simply the de-mythicized retconned stuff produced by people that don't even like superhero comics anyway.

     

    Isn't there a way to RPG being Good any more?

    Well Influence ain't it.

    It's the badges.

    I might not need an stinking badges, but I'm going to get some along the way and my characters are probably going to sport one that helps show my RPG vision of them

     

    Charles Atlas AD.jpg

    • Haha 2
  2. 23 minutes ago, Grindingsucks said:

    I wish influence actually functioned as Influence, meaning that it could be used as a form of "social" currency, rather than simply "monetary" currency.  How might this work, though?  I have a few ideas.

    The way it worked before the market (and it still does this but not so much as it did before the market came out) was that whoever did the most damage on a target got the most currency.

    Defenders and controllers were dirt poor. You would be luck to slot up generic enhancements in the mid teens. I had a couple of characters that were controllers and defenders (especially empathy defenders) that were stuck and dirt poor until the market came out.

    So what this meant was that the guys that did more damage and got more damage could buy better enhancements to do even more damage than the defenders that couldn't by anything. It was a vicious circle with the mantra "I'm a -insert damage dealing archetype name-, and I am so cool. Defenders and Controllers are worthless!"

    Teams loved to have Defenders and Controllers on a team, but they could care less how badly they were scraping by.

     

    Influence was the monetary currency from the get go. It is supposed to express the public's view of your character, but that pretty much gets thrown out the window with power-leveling and farming.

     

    The Market simply gave players a way to generate revenue with the salvage that they were getting that they couldn't use or didn't have room to store in their base.

     

    So Influence was currency from the get go.

    The Market only make it becomes strait up currency.

    We don't need multiple types of currency andy more than there need to be multiple types merits and what not.

     

    Keep it simple and remove the clutter; don't add more clutter to the system.

    • Like 2
  3. 5 hours ago, GM ColdSpark said:
    • What makes an effective player-market work?
    • What changes might you like to see made (less so on UI changes as we discussed that recently)?
    • How might you make it more accessible (if you feel it's not already)

    What makes an effective-market work? 

    GOOD PVP.

    The best PVP in CoH is the Market. It always has been since it's release.

    It is great the way it is. Totally balanced.

     

    What changes might you like to see made (less so on UI changes as we discussed that recently)?

    Only things I would add would make what others would call ebil marketing easier.

    Don't make it easier.

    Make people work for the market. (My right pointer finger can crack concrete blocks by doing a double click again all due to posting on the posting on the market! Maybe I do know kung fu! ... but wait! We will also throw in this 6 piece set of ginsu steak knives absolutely free!) 

     

    How might you make it more accessible (if you feel it's not already)?

    Easiest way is to have a marketing tutorial similar to the University tutorial which I'm assume most players blow past and don't even know it exists.

    For this reason I would make the Marketing and University tutorials stay on the players contact list until the missions are completed or the player OPs to intentionally remove them from their contact list.

     

    Homecoming Market changes that already exist

    I understand with the changes Homecoming has already done with the Market due to the size of the player base.

    It took while to figure out what was going on, but I'm acceptable to it and it makes sense over all.

    The only major setbacks are that low end players can't sell salvage to make a profit. 98% of their salvage doesn't see for much of anything. But there are so many players that 2xp through stuff and powerlevel/farm to 50 that it doesn't really make any difference for many players

     

    The secrets of Ninja Marketing are not to be discussed.

    There is no such thing as Ninja Marketing.

    Move along, citizen! There is nothing to see here!

    • Like 1
    • Haha 1
  4. It's part of the maze system. 

    If you go into the woods the same situation is going on. The tops of trees are actually roofs as the same way the area between trees ... say in Perez Park .. are actually walls.

     

    It would take a lot of work to change the entirety of the map so it wasn't built on the roof and wall system that is currently in the game.

  5. 16 hours ago, GM ColdSpark said:

     

    This week it's a discussion on the pros and cons of developing more Hard Mode options for existing content vs. developing new zones and missions

     

    Things to think about:

    • 1) What you think would bring the most to the community at large and why?
    • 2) What is reasonable to expect given limited resources?
    • 3) Is there an order in which you'd do things?

    Since the discussion is apparently about "hard mode" and why "hard mode" development is better than developing new zones and missions, then I guess my input is not really wanted here. I guess that's a con. (I'm taking the "versus" to mean "instead of" in this situation).

     

    The Pro would be end-gamers might like it until they get bored with it and burn out.

     

    1) a) Diversification of development

    I know it seems like diluting development at various areas across the board will take longer for anything to really stand out, but what one player wants, another player could care less about.

    b) DEVs doing what they are interested in as they will be more likely to feel good about putting more time into doing it.

    c) DEVs suiting up as Giant Monsters and AVs and attacking Paragon City (doesn't anyone else remember how epic that was back-in-the-day?)

    d) More community events like Tanker Tuesdays, etc. aka simulate the community through community involvement (as we have here for example with a weekly discussion topic)

     

    2)  Letting Devs work on what they feel good about working on is reasonable.

     

    3) It's always easier to pick the low-hanging fruit. I would go with that to begin with.

  6. 11 hours ago, DoctorDitko said:

    No need to guess; the Combat Attributes window can monitor running speed. FWIW, they look the same to me.

    Anime running always looks faster!

    Didn't guess, Doc.

    After the original post, I created a new character,  pulled out the combat attribute window for run speed, and clocked them ... and then immediately closed out the combat attribute window. You know I hate using that thing.

    Last time I used it we were clocking afterburner (flight pool) speed. That was months ago ... I don't think it was last year... hard to tell...

     

  7. On 11/30/2020 at 7:32 AM, Snarky said:

    Every Super has weaknesses.  Except Spiderman.  Odd, really.

    Uh, Spidey is super unlucky.

    I am sure the Unluck disad in Champions came from Spider-man. (Pretty obviously the Luck advantage came from James Bond!)

     

    Not sure if he is that Amazingly, Spectacularly unlucky as he used to be, but it was obvious how unlucky he was in the older comics and, once Black Cat was around, there was no end to the compounded unluck. 

  8. 6 hours ago, Techwright said:

    Indomitable & Torchbearer --> earn some lovely participation trophies.  :classic_biggrin:   (J/K...put down those rocks.)

    Torchbearer is the 3rd most populated! LFG is very active on Torchbearer.

    Isn't Indomitable the sortofkindof PVP server?

     

    I'm on all so just defending these two rather than throwing rocks, or whatever you might have expected someone to do with them.

    • Like 1
  9. 6 hours ago, 0th Power said:

    Wait til you hear the music in the login screen again. 

    No! Wait until you get up on top of the highest building in the City and then step off backwards!

    The rushing of all the windows going by gets me every time (on that I do this all that often, but still even so....)

    • Like 2
    • Haha 1
  10. 1 hour ago, Bingo_Bob said:

    I'm scared. Is this for real? Am I dreaming? I'm afraid to play. What if it's not as sweet as my memories of this game.

    It's great.

    It's live.

    Come on in and join is!

    Great as it ever was...honestly, I think it is better now that there are no monetary charges to muddle things up.


    Welcome home!

    • Like 2
  11. On 12/1/2020 at 7:45 AM, Jimmy said:

    Travel Powers should no longer generate a flashing buff icon

    • Note: Athletic Run was missed in this first fix, will be in the next patch

     

    Is it just me, or does it seem that Athletic run is slower than ninja and beast running?

    The Jump seems to be as high, but running seems slower.

    Maybe seeing the animation just make my mind think it is slower.

  12. I haven't had time to make any new characters, but I would pretty much run this same route but in reverse for new characters.

    Spawning under the steps of Lady Liberty, go to the vanguard base, hit the P2W for a rocketboard, carpet, or skiff, hit the top of the globe, inside the city hall, on top city hall, badge near the base portal and then the last two exploration badges in either order.

     

    I couldn't set-up for the stance change as I was parking near base portals for the tp charges.

     

    In the end, I have far more tp powers than I need.

    I only really need one to get to base. 

    On teams I've been using [Power:Supergroup Portal] - recharges so fast I don't need to use my dayjob ones

    Solo I just use [Power:Prestige Travel.Base Transporter] - recharges so fast I don't need to use my dayjob ones

    Of course on Task forces, I break out the tt, mission teleporter, and Assemble the team.

     

    Haven't even used the Long Range TP.

  13. 29 minutes ago, gameboy1234 said:

    I need the badge anyway and selling the merits takes only a moment.  I find the email system to be pretty tedious actually, and I'd have to log out to switch characters.  In summary: nope.

    oh, wow.

    I just keep some influence stored in my email so when any characters need it I can just pull it out of there, but maybe some would say I'm an ebil marketer....

     

     

    Speedy Gonzalez.gif

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