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DarionLeonidas

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Everything posted by DarionLeonidas

  1. If you proposed these sorts of ideas earlier, I apologize if it seems like I'm plagiarizing them; I'm not, as I think plagiarists should "burn in a very special level of Hell. A level they reserve for child molesters and people who talk at the theatre"*. We're just two highly intelligent people who had the same brilliant idea... because, when you get right down to it, it's kind of an obvious idea. 😁 Cheers! *Shepherd Book, "Serenity"
  2. This is turning into a referendum about PvP. If you don't want to do PvP, don't go into a PvP zone. If you do, then you do not have a choice as to whether you are attacked or not. By the same token, my proposal to make Safeguard/Mayhem missions partially PvP was based, very clearly, on players being able to choose to set the mission for PvP; in no way do I advocate forcing PvP on anybody. My only complaint with PvP is that as it currently exists, it is pointless in game terms. It has no value regarding the overall events in-game. Hero or Villain, everybody hates Malta. Everybody fights Rikti. Everybody defies Nemesis -- there's even a supergroup called "League Against Nemesis" and anybody can join it. I would just like to see PvP matter within the context of the game.
  3. I remember "Diablo" did this (I think). I have to say that if you go into a PvP Zone, you don't get to declare immunity. I just would like to see the risks made commensurate with the rewards.
  4. So, we have had some interesting tangential discussions, here, and some very productive suggestions. I wanted to take a minute to thank everyone for reading through my looooong proposal and weighing in with ideas and suggestions, and yes, criticisms. More than anything, I'd like to see the "Arch Enemy" concept implemented, but right behind it I really would like to see PvP made relevant to game play. Even though I might never participate in it, I think it should matter, somehow, and that it could result in a lot more interest and variety in the game. Thanks again, everyone!
  5. I think the second clause of Rule Number 1 in those "Contact Guidelines" proves his point. "If someone wants you to leave them alone, you must leave them alone" I have never seen a PvP'er stop attacking a player who asked to be left alone. It always required intervention by other players, and rarely stopped even then. So what we can agree on is for every player -- PvP'er or not -- "grief" is a term they define for themselves. But the variation on the old saying holds true: "If you would know a person's character, only observe how they play a game."
  6. I think he's correct. I do accept that a PvP zone is a dangerous place and I will probably be attacked if I go there. The problem I have with it, is that there is no practical reason for attacking anyone except to be a "spoiler" to get a badge. That's exactly why I am proposing, and would like to see, the Arch Enemy mechanic implemented in the game. If attacking another player in a PvP zone actually accomplished anything material in the game, it would be worthwhile. "The Secret World" did this with global buffs for the faction which dominated the PvP sites, whether other players of that faction participated or not. But somebody bouncing in their Staker to gank someone about to capture a turret for no other reason than to satisfy an urge is, frankly, a little creepy. Whether or not it is a revelation of a person's character is a subject for another debate, but I would not trust such a person. If one is going to pull wings off flies, one should at least have a crippled pet frog they need to feed.
  7. That is a pretty dastardly way to conduct oneself in any game. And by "dastardly", I mean Villainous (which is okay), not Heroic (which is cheesy). All gaming is roleplaying, and how people behave in a game proves it. 🙂
  8. Sorry, I guess "griefing" has a more negative connotation than I thought. My mistake.
  9. I'd play these missions, balanced or not. 🙂
  10. YES! And this is probably a LOT easier for the admins, which makes it even better!!! Best of all, though, this would allow testing the "Arch Enemy" mechanic with a minimum of extra work for the Admins.
  11. I certainly do agree that balancing would be -- as it always is -- a tricky proposition, at best. Sometimes, even often, I think it is downright impossible. The easiest solution, I guess, is just to throw opposing teams in and let them have at each other for the pure fun of it. The mission becomes no more than a standard PvP duel but with the minor wrinkle that there is a bank in there, somewhere, if anybody cares. But in all honesty, I have found "balance" to be largely a mirage. Yes, numbers and statistics will tell, but the beauty of CoX is that over the years we have seen team tactics can sometimes offset "perfect builds"; at least, I've seen that, in occasional PvP Zone missions (I like the Warburg missiles). And frankly, my main interest is finding a way to create "Arch Enemies", and I think offering the option of opposable Safeguard/Mayhem missions might be a good testbed for trying it out.
  12. Okay, but you are focusing on a problem based on the mission as it is. That will _always_ result in a "no" vote for any new idea. It would be more productive to think of ways to modify the mission so it can accommodate the suggested PvP modification.
  13. I'm not a PvP'er, either, and a big part of the reason is that there's no point to it. As for Base Raids never going to happen, nothing is ever going to happen if nobody ever tries to implement them.
  14. Easily fixed. Put more time on the clock for Arch Enemy versions of Safeguard/Mayhem missions.
  15. Way back in Live, well before CoV or the Arenas, we used to discuss villainous characters. Back then, I was one of many who proposed an "alignment" system where the nature of chosen missions would define a character's... well, character. Along came CoV, and Alignment missions, and the promise of an awesome PvP system which would allow Supergroup base raids for items of great power, and true interactive rivalry. Well... that didn't turn out quite as planned. Many complained that the universal buffs from the Items of Power would imbalance the game, somehow. But the truth was, the real flaw in base raiding was the fact that it cost players a LOT to build a good, defensible base, and the elements in that base which could be destroyed in a raid would cost more to be replaced. As a result, PvP in CoX dwindled down into, and has remained, sadly limited to exercises in griefing players who go after badges in nearly-deserted PvP zones, or bouts of duels which themselves gain nothing but badges. But one idea I did put forth never did come to fruition, and I'm offering it up again here in hopes the Admins will at least consider giving it a try. That idea is based on the classical "nemesis" theory that any power brings upon itself the rise of a contrary power which opposes or may even destroy it. For the heroes of Greek myth -- the natural parents of today's comic book superheroes -- it allowed the match ups of Herakles with the monsters of his Labors, of Cadmus, the first dragonslayer, even Zeus and his family against Tython and the whole Titanomachy. In comics, it is the concept of the Arch-Enemy. Every comic book character has a "rogues gallery" of opponents. That one bad (or good) guy or gal who shows up at the worst time to thwart their bank robbery or blow up the orphanage they are about to dedicate. We all know who these characters are, so I won't list them here. Instead, I propose we become them. I imagine it working like this (at least at the start; it could no doubt be improved by the Admins and player input): 1. A player gets a Safeguard or Mayhem Mission. 2. If they don’t already have a team, they assemble one; this can be through the LFG mode, if desired. 3. Once they have as many teammates as they wish, they decide whether or not they want this Safeguard/Mayhem to be eligible for PvP. If so, click a button that sends a Message in the "Looking for Game" channel (or PvP, or General, or whatever whatever). The Message reads: "(Character X) is starting a Level ## Safeguard (or Mayhem) Mission in (Zone) in three minutes. Those wishing to oppose this mission click HERE." In game terms, this would be appear as “ALERT! PPD has received a tip that the Crimson Commissar (level 50 Incarnate) is preparing to rob the Peregrine Island Bank! Can anyone stop him?” … or something much better written by the Admins. 3a. If you click it as leader of an existing Team, it will tell you if you are outnumbered by Character X's team or if you outnumber them. If the numbers can’t be evened up by the time the mission starts, the smaller team will receive minor buffs depending solely on the disparity in the number of opposing teammates; Archetypes and Powers will not be considered. Your team Leader will be exemplared or sidekicked to match the Level of Character X. 4. Nothing else in the mission will change; side missions, destructible objects, all will be available to either side, meaning teams can split up into smaller elements or stay together as one overwhelming force. 5. If the robbery is thwarted, the Heroes win. If the bank is robbed, the Villains win. Any time left on the game clock can be used for side missions or badge hunting or continued PvP. Now comes the Arch-Enemy part. If the player who originally held the mission failed that mission – i.e., if the bank was robbed in a Safeguard Mission, or the bank was kept from being robbed in a Mayhem mission – they may declare the leader, and ONLY the leader of the opposing team to be their leading character’s “Arch Enemy”. If the opposing player accepts this status, each player receives a free “title” which states [Arch Enemy: (Character Name)] The “Arch Enemy” title only applies between those two characters; other characters in the players’ inventories have no relationship to each other unless and until they, too, face off in opposed Safeguard or Mayhem missions. After that, ANY time an Arch Enemy accepts a Safeguard/Mayhem mission, OR enters a PvP Zone, their “Arch Enemy” is notified, and in the case of Safeguard or Mayhem missions, the Arch Enemy has priority in opposing them over any other team. Arch Enemies who battle each other receive double benefits – Influence/Infamy, XP, whatever – and credit toward any new badges the system might warrant creating. Arch Enemies can still team up in Co-Op Zones, normally. Even in the comics, such team-ups occur if the threat is sufficiently dire. Arch Enemy status remains in effect until the characters face each other again, either in a Safeguard or Mayhem mission or in a PvP zone. Arenas don’t count! This is real, hateful rivalry, here, not a schoolyard grudge match! If the characters fight one another again, they may dissolve their Arch Enemy status at the end of the mission, win or lose. AFTERTHOUGHT: SUPERGROUP BASE RAIDS Assuming the biggest objection to SG Base Raids for Items of Power was the cost of repairing raid damage to said bases, this is an easy fix; just let the base regenerate back to its full pre-raid state over a short time; 24 hours, 12 hours, ten minutes, whatever. And lost Items of Power or Arch Enemy status remain in effect. The Item of Power would have a new home, and the rivalry off arch enemies isn’t likely to be forgiven after an attack on one’s home. AFTER-AFTERTHOUGHT THOUGHT: "HOME" ZONES Strictly a "quality of life" idea, here: During character creation, a player may choose a "home" zone, that part of Paragon City or the Rogue Isles where the character is from or considers "home". Any missions the character takes in their "home town" count toward a "Homefield Advantage" bade, which gives them a minor (5%) buff to all abilities, XP and Influence/Infamy earned there. Only Paragon City and Rogue Isles locations would count, so players with otherworldly origins or Praetorians don't get shut out of the benefit. A Day Job Badge might be a single charge of "Radio Back Up" when conducting missions in that zone. Anyway, these are my proposals. I know this post is long, but it’s mainly for the Admins. I hope you’ll consider it. Sent from Mail for Windows
  16. Windows: I'm in Kings Row with a Robots MM at a spawn point ([495.9 -42.0 2743.0]) for the Paladin Construction Crews. There's nothing here, but my robots are firing like mad at empty space; if I target through them, I hit the same empty space. I can even melee it. There's no effect, but I wonder if it's keeping the Paladin construction crew from spawning? Note that this wasn't happening at the other two Paladin Construction sites; only here. Curiouser and curiouser...
  17. A player on Excelsior has been in Orobouros for days, now (that I know of). Hasn't moved, doesn't answer tells, and you can walk right through him. Is there no longer an auto-logout? Also, he's in a cool pose I can't seem to find the emote for; basically "superhero landing" (which doesn't work as an emote, I've tried 🙂 ) Is this a bug or a feature? Or, is the player okay? I'd hate to think we lost somebody and it's a tribute. 😞
  18. Hi, folks: Would you folks consider making a flashback or repeatable mission that lets us go after the Kings Row Paladin? Or just let us buy the Knight Errant summonable temp power? Or, would it be possible to change this to a purchasable temp power (no badge) like the Summonable Support powers available from the P2W reps? 10 million, 25 million, even 50 million would be fine. As it is, it's very difficult to get it, otherwise, and impossible for a Villain if you don't want to bounce between alignments. Easier access would be very much appreciated. Thanks!
  19. I have looked through the Forums for various updates, but I can't seem to find anything on what happened to Assault Rifle. Specifically, "Auto Fire" seems to have been grossly nerfed, with a huge reduction in its spread/cone and barely half its former Range. I'm curious about the rationalization for this change, because "it was overpowered" simply isn't true.
  20. I don't think the game itself is too easy, but I do think it's too easy to level up, acquire bonus powers, reach Incarnate level, etc., all of which makes the game too easy. Just my two cents... but a lot of my in-game friends agree.
  21. I don’t blame them. I don’t do farms. 🙂 Got my answer though, thanks!
  22. It simply didn't work. While many claim it did not affect damage, I can attest it most certainly did. Worse, it felt very artificial and didn't play well; it wasn't fun. I'm very glad the GMs heeded the requests of the players and changed it back.
  23. In playing it, I can testify that it was not. I really appreciate the GMs changing it back.
  24. Honestly, I loathed this change. It made EC feel so watered down as to seem a completely different and not particularly useful power at all. Most important, it wasn't fun, any more. I am very grateful they changed it back, and I very much appreciate the GMs understanding and heeding the objections of those like myself who asked that it be restored.
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