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Cobalt Arachne

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About Cobalt Arachne

  • Birthday 03/29/1991

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  1. It's not an Incarnate Trial Zone like Dark Astoria, so incarnate-level threats won't be out in the streets. Kallisti Wharf is planned to be a 40-50 zone, as it says on the tram destination in-game. Without explicitly detailing what; I can assure you, they're not generic thugs, and that the new threats vying for control of that zone are not ones that a brand new hero or villain (as the game defines them as players) could expect to handle. If you get too granular in either direction in regards to gameplay vs. narrative, the whole scope becomes weaker, it's about finding the r
  2. I understand where you're coming from, and you're not wrong in that regard. This game was designed to flexibly accommodate as wide a variety of player concepts as possible, and is one of the reason that it is beloved so. Generally, any concept you can think of, with some elbow grease and flexibility can be realized in-game as a playable character. (Obviously there are limits, but imagination tends to cover the difference when it has to.) However, that being said, the player canon, will always be, the player's own canon. While it can be built off the game's canon, the reverse is not so readi
  3. I understand the thinking here, and I see the appeal of a 'I can do anything I want at any time and get rewarded; play my way' style of game but I would argue that outside of AE, the concept is best kept limited to zone events and giant monsters as it is now. I have two reasons for thinking this way: The first: The thrill and engagement of the new player growth experience. This is often underestimated in importance, but is an element that contributes to the long-term future and health of the game and its player base. While less important to somebody leveling their hundredth character, th
  4. I've been watching like six different places since this was posted, and you're the first person to actually notice it; Bravo! 👍
  5. Appreciate this! 😄 Glad you're enjoying the exploration tips, and I love your idea, that sounds like a fun mini-game! I've been pleased that people are finding them to be a fun addition to the game; Can safely say that everyone can expect more writing work from me in the future! (Additional zone's Tour Guides for Page 3 and beyond)
  6. I have access to totally legit and not at all biased secret knowledge that reveals the long hidden origin of this phrase: 👀 In the beginning (2004) Cryptic created the City of Heroes. And the game was blue and heroic, and NPCs were upon the face of the zones. And the devs moved upon the maps. (slowly, using OG hover speeds) And the devs said, Let there be red side: and there was the City of Villains. And the devs saw the red side, and that it was the best side: and the devs divided the red from the blue. <cough>
  7. As somebody with no friends, I sure am relieved there are technological advancements to allow me to pretend like I do! Feeling blue doesn't mean being alone! QvQ (Hint: Say no!) Thanks GM_Bot! 🤖
  8. Fragmentary Veritas - New Release: Chapter 2, Page 16 - 'Handy Solutions': http://fragmentaryveritas.webcomic.ws/comics/31
  9. Tipped Off was a badge that existed before Tour Guide, it was given for receiving a tip drop; The change added Tour Guide tips to triggering the badge as well. I would guess your badge hunter already has Tipped Off; If not, any normal alignment tip drop should trigger the badge for them.
  10. That's a fair thought to have. Expanding the PvP system to SG bases as an optional tool would likely see it function with nearly identical nuance to how the system operates right now in the PvP zones. In the context of City of Heroes as it functions today, are there regular occurrences in which non-consensual PvP griefing happens that substantiates these concerns? (Going into a PvP zone and leaving the safe area is consenting to PvP. Being attacked while trying to get badges, Shivans, or Warburg nukes does not constitute griefing.)
  11. (Disclaimer: My original post in this thread was written before I became a member of the Homecoming development team, so please don't read into things too deeply! 😅) I understand your concern! As it has existed in City of Heroes, the idea of PvP causes a lot of players to back away, even worse, the idea of being pulled into PvP unwillingly and griefed. Player vs. player is not something that will appeal to everyone in the community, and that's totally fine, but the system itself has applications that could see use beyond competitive play. The idea of using the PvP system as a creative tool
  12. Same! Haha; The system is fairly minor, but robustly intrusive? These tips will pop-up in players' inventory doing other things and make everything feel more vibrant/alive for it. Especially new players, given the outdoor mission sections in the starting zones where all those enemies will be eligible to drop the Tour Guide tips. They'll be made aware right away of several systems that will help orient them if they do the whole zone and unlock the Long-Range Teleporter. So the system naturally introduces new players to: -Tips and tip missions -Exploration badges and badges as a sys
  13. I can get this fixed in both the original badge and the tip's mentions. 👍
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