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Lines

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Everything posted by Lines

  1. If the community ever got to that sort of culture, I'll be long gone.
  2. I'd be down for this, for the sheer numberphilia.
  3. This is exactly where my approach to all of this is at.
  4. This is one of my favourite arcs in the game. I love St Martial.
  5. I want this so much for all the wrong reasons.
  6. Fair; let me rebuke thus: Currently there is no incentive to street-sweep anywhere. You almost may as well not have mobs out there, were it not for hunt missions and badges This aims to make street sweeping a good levelling activity that could be done in entire leagues and sustain itself as a levelling method for a broader band of levels. DA isn't the right place for levelling regardless. With a wider level range for hazard zones, more people can get involved. Currently the max levels for Perez Park, The Hollows and Boomtown are somewhere between 10-20, which are extremely quick levels to pass through and would often exemp characters to levels where their build isn't so fun. A range of 1-30 would mean higher level characters have access to their level 32 powers, while low levels can still enjoy the zones at their intended level. The best way for that huge range to work would be for the mobs to be unlevelled. It is more development work, but I think that Paragon City outside of the missions has so much opportunity to be so much better and rewarding to spend time in, that just an auto-exemplar feature would be a long stretch from its potential benefit to the game. I'd even want to add extra incentive with a street sweeping merit currency to the game with its own rewards, a bit like vanguard merits, but I also think that too many currencies are a detriment to MMOs... So a bit torn on that one.
  7. My view on this is that we're trying to give zones value for longer, give street sweeping value and yet not disrupt the balance of the game. How about this for balance: The safe city zones get an optional self-exemplar mechanism so you can enjoy them at their own level and get some reward, but they're still largely safe. The hazard zones get unlevelled invasion mobs split into two types. 1-30 30-50 Perez, The Hollows and Boomtown would have the 1-30 variation, where mobs will equal your level (+x for neighborhood difficulty) up until you hit 30. You then sustain a mandatory* exemp to that level. *I know mandatory would ruffle feathers, but i can foresee some gung-ho incarnate running ahead of street sweeping groups OHKOing the mobs and ruining the whole point. Also so that hazard zones retain their hazardousness. Crey's Folly, Eden and the RWZ will all con purple and provide no reward until level 30. After that, they match the player's level + x for neighborhood. This means that streetsweeping hazard zones could be a legit way to level in the early game without it turning into an incarnate-powered AoE rush in Perez. But that kind of gameplay will still be available with more level-appropriate enemy groups in Crey's, Eden and RWZ.
  8. This is a huge amount of work, but the bulk of the artwork isn't the sort of thing that HC need commit time to. These sorts of models and animations just need an independant hobbyist model maker and animator with a bit of time and know-how. It's not totally beyond the realm of possibility. Afaik, the collective community wisdom hasn't cracked the process of making new assets like this yet, though I've not had my ear to the ground recently. I know there is a 3DS max plugin for CoH models in the works, however, which would be an excellent step towards this sort of thing.
  9. You're not entirely wrong that there's a dissonance in the game design, where it encourages teams of 8 to do content that 1 person, or at least much smaller teams, could do. At least I find it to be so. It's great that the game is a fun challenge solo, but I think I'd team a lot more if team content were harder, or at least required paying more attention. The game was starting to develop that way towards the end, but that sort of stuff is scarce and exceptional, with older endgame content being a bit left in the dust. I can only roflstomp so much, but that's just me.
  10. Katie Hannon and Virgil Tarikoss both prompt a zombie event on their respective sides.
  11. The market for this seems niche: they'd need to have played the game enough to have the money to spend. They've not powerlevelled another toon, else they'd know plenty of folks will let you doorsit in a farm. They wouldn't have many 50s, else they'd know it can be easy to 1-50 even with regular content. At least I don't think it's 30 mil worth of effort. I dunno how many people out there fill that niche, but since the price is a little high to be a complete noob trap, I guess it's mostly harmless. Maybe a little predatory, and hopefully nobody is scammed out of this.
  12. I think we derailed this topic in this thread long ago.
  13. *quietly mains a Sentinel* 🙂
  14. You need fingers to do finger guns.
  15. They have done. There are new powersets, pool powers, story arcs and a task force, to name a few things. The obstacle is not so much the legality (though things are forcasted to accelerate if that pulls through), but the tools and methods to create and add new assets to the game. At the moment, buildings, costume pieces and effects aren't very easy to add. Not to mention the time it would take to make them anyway. There's still some behind the scenes stuff to happen.
  16. I'm always happy to see this topic come up. I raised it a while ago. Giving value to streetsweeping and making hazard zones feel hazardous is one of my favourite subjecte. I'd get behind the hazard zones being available to both sides, as non-coop yet non-pvp zones. With villains being given stuff to do.
  17. I had no idea this was ever fixed. Now I don't need to clench my butt every time I go through one. I must admit to being guilty of liking Oranbega. The one thing it needs is to have the clipping box adjusted or removed from the standing tiki torches. Escorts often get stuck on them like mosquitos.
  18. Ahh, gotcha.
  19. I'm sure you're making a good point, but I'm struggling to understand the logic here. Can you give an example of when increased aoe range on knockbacks is a benefit?
  20. More evidence is needed. Could you get a few close-ups?
  21. The boldened part, more or less. It's not to add more enemies to the map, but to increase the intelligence and awareness of those already there. This would need to happen alongside a map balance pass. Presumably people are setting their difficulty to whatever group sizes they are comfortable fighting. So this couldn't just be the whole room hoarding in the moment combat starts, but a response to a few conditions. A significant goal would be for this mechanic to provide some more late-game utility and strategies for crowd control effects - ie, stop the runaway from going to get help, lower the perception of the nearest group or keep the incoming group out of range. As part of this, I think I wouldn't mind seeing mobs being a little less densely packed. Every now and again, in moments of clarity, it's strange to have very large groups of thugs practising palming their fists in sync like they're rehearsing for Stomp.
  22. I'm hoping that mechanical alterations to how things can be knocked back along different vectors might create some more interest and strategies to good use of knockback. I also think that AI changes could make knockback relevant, along with other CC effects. I don't believe that changing knockback counts as a 'QoL' fix. It's a definite change to gameplay. I don't love it, but I also don't believe that knockback is a gameplay problem. Combat isn't meant to feel convenient and we shouldn't be edging closer and closer to being so cushioned by player-favouring mechanics that we are able to totally zone out while playing the game. With the KB>KD enhancements, it's as solved as I'd like it to be. We should feel powerful in a game about superheroes, but powerful doesn't count for much when the circumstances are artificially gimped in our favour.
  23. Titan Icon is just the costume creator.
  24. Honestly, when you look at such a huge area like Boomtown, it's ideas like this that make the job a whole lot easier rather than harder. If you know that you need three or four blocks to be able to tell this story, the empty space begins to take form. If the zone needs to support story arcs, even better. Trying to design in a vacuum - even just restoring Baumton verbatim based on how the buildings would look - would be so much more harder and more tedious to do without these environmental stories to guide us. The more of these stories we can have, the easier it will be to know what to do with the space.
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