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MetaVileTerror

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Posts posted by MetaVileTerror

  1. I'd decouple all Inherents from Archetypes, which would be a LOT of work . . . looking at you Controllers and Scrappers . . . 
    But then I'd allow for each Archetype to have a choice between one of three Inherents, with a design philosophy of:  Solo, Team, Wild Card.  These Inherents would be Respec'able, and I'd toss in another Build to facilitate players having greater ease in choosing an appropriate Inherent for their present play experience.  None of these Inherents would be Slottable, though, so there wouldn't be any concerns surrounding that potential can of worms.

     

    I actually have a list of Inherent ideas along these lines on my other computer when I was working on a tabletop version of City of Heroes.  I should go dust them off and propose them to the community.

    • Like 5
  2. Beacons can already be "choosy" based on which zone they send a player to.  While it's not the same thing, they might be able to "hijack" that choosiness to send users to the appropriate base.
    Otherwise, I believe that exit spawn locations can be multiple and random, with Ouroboros-to-Atlas as an example.  That might be a good fix if the former implementation isn't feasible.

  3. Not included in my sample images, since I didn't want to use any part of the chat with had other people's names and messages, but the @ symbol is now so thin as to be basically invisible with the current font I've been changed to, as well as some other non-letter non-number characters being messed up.

     

    But, really, my biggest concern is that the new font has fuzzy edges for blue'ish coloured text and other cool colours, and isn't crisp and clear like the old font was.

  4. Just a little advice; Small Inspirations aren't worth selling presently, at all.  Medium Inspirations are not worth a lot, but Purples tend to sell for the most, ranging from 2000 to 10,000, so I combine other Mediums in to Purples.  Large Inspirations can sell for around 7,000 for Yellows and Oranges, 10,000 to 50,000 for Reds, Purples, Blues, and Greens.  It's inconsistent, and they were worth more months ago (people were paying 100,000 to 500,000 for Large Inspirations back then), but I still find Inspirations infinitely more useful to dump on the player market than to pop them for myself.

  5. I'm not a group, but I have over 100 characters, and quite a few handfuls of them are presently level-locked at lower levels.  While you and I might not necessarily "get along," I think my playstyle at least indicates that there are others out there.  You might just not hear from them in the forums, regrettably.

  6. I'm all for this, personally, but I have spontaneously developed psychic powers of divination!
    I foresee some people posting about how "broken" or "unfun" the Archetype would be, or worse . . . how much work it would be to make, and why it "shouldn't" happen.

    But, meh.  Forget them!  Let's roll with your idea and enjoy ourselves!

     

    I'd totally go for Traps/Traps.  I like the sound of that!

    • Like 2
  7. More specifically:
    - Log out of your Forum Account.

    - Log in to your wife's Forum Account.

    - THEN create the Game Account for her.  

     

    From there, the two separate Game Accounts can both be logged in to from the same computer without any additional downloads or installations.  They can even be logged in to at the same time.

  8. Ice is now on Scrappers and Brutes, though, so there's that bit of good news.  And, yes, Energy Aura was originally created in CoV Beta since the Devs were uncertain about the value which Ice held for Fury Generation on Brutes back then.  I'm not sure if it was proliferated back on Live, or if SCoRE did it, but someone figured out that "actually, the -Recharge to Enemies from Ice doesn't impact Fury all that badly."

    Really, it's Stone Melee and Super Strength for Scrappers, and Energy Aura and Regeneration for Tankers that are missing.  Maybe I'm forgetting something else somewhere, but I'm fairly sure those four are the completed sets that are left to proliferate for meleeists.  Some changes required, apparently, to tone down perceived balance concerns with overperformance (which . . . ship has sailed at this point, no?  I can't imagine any of those Sets being stronger than our current outliers like Titan Weapons and Bio-Armour or Radiation Armour).

    But _I_ would like to see some proliferation in the form of old themes in to new sets for OTHER Archetypes.  Things like "Dagger Assault," "Munitions Assault," or "Whip Assault" for Dominators (or Manipulation variations for Blasters).  "Grenade Control" for Dominators and Controllers.  "Stone Toss" and "Poison Spray" for Defenders, Corruptors, and Blasters.  "Earth Protection" for Defenders, Corruptors, Masterminds, and Controllers.  All of these have existing powers already in the game which can be used as a basis for some parts of, or even the entirety of these proposed Sets.
    Melee has received entirely too much attention at this point, as far as I'm concerned.  About the only thing I think left for them to get new is "Time and Space Defense" or "Toxic Melee" (and that last one is arguably already handled with Spines).

  9. Hell, even as "vendor trash," as you put it . . . TOs and DOs . . . even SOs . . . they're just not really worth it.  The value of Inf is just absolutely screwed due to the player-market at this point.  Selling the Medium and Large Inspirations from Inner Inspiration has netted me multiple millions of Inf at this point, and my highest level characters are only 23.  Then you look at those people who farm up to 50 and beyond, and they're rolling in the kind of Inf which makes twinking a low level character with TOs, DOs, or SOs entirely trivial.  Sadly, the ship has long since sailed for keeping the market balanced, and without doing a complete overhaul of Inf value for the entire game (which would be far too controversial with the playerbase), I can not think of anything that would set things "right" again for store-bought Enhancements.

     

    Honestly, I think the best bet at this point is to make some (un)crafting recipes which convert TOs, DOs, and SOs in to Salvage at the cost of some Inf.  While you're at it, let's have the option to recycle IOs for a random portion of the Salvage that went in to crafting them (again, with an Inf cost).  You could also make these Recycle Recipes unlockables based on completing content or earning Badges (since making them unlockable based on character level is pretty meaningless due to farming anyway).  

    Thusly you hit a few birds with minimal stones:  

    - Give a functional purpose to TOs, DOs, and SOs beyond just selling them to vendors.

    - Give a function to all those IOs that get crafted for Badges, and then otherwise just get deleted since they have no use (looking at YOU, Interrupt Time Inventions!).

    - Give a reason to pursue content outside of grinding to 50 in AE, or Council Radio Missions, or whatever flavour-of-the-month farm there is.

    - Adds another Inf sink, which these current Devs seem to feel is necessary for long-term market health.

  10. You know, the deck of cards is probably not a bad way to go, but has the complication in the form of the numerical values.  Still, one could establish a rule along the lines of "2 through 7 are Small, 8 through Jack are Medium, and Queen, King, and Ace are Large."

    This also helped me realize that "Healing Tokens" may not be strictly necessary, as Healing takes away Damage, so that would be simulated by merely removing Damage Tokens instead.
    Thanks, Seigmoraig.

    • Like 1
  11. Definitely, EggKookoo; avoiding d20 is probably the best choice to make in realizing a City of Heroes tabletop experience for roleplayers.

     

    My initial design was using a Java-based code framework known as Maptool.  It's pretty powerful, but suffers from all the problems that Java does, and when I got to a critical mass of complexity, the code started to fall apart and cause major issues for my players.  (At least it was a fitting tribute to spaghetti!)
    On top of that, simulated tabletop through Maptool is /not/ readily translatable to actual tabletop.  So, in my efforts to make my version of tabletop City of Heroes as faithful as possible to the MMO, I completely defeated my own efforts to make it actually _work_ in my target medium.

    However, after years of reflection, I think I'm ready for the next iteration.  I will lean heavily on token-based mechanics.  Players make their rolls, and are rewarded with abstracted tokens which they then get to assign in combat.  Damage Tokens, Debuff Tokens, and Control Tokens to place on enemies, Buff and Healing Tokens to place on allies.  I transferred this idea to my City of Heroes system after making a Dungeon Keeper tabletop game, which used tokens to represent gold and mana for the player-Keepers.  The demo for that ran pretty smoothly, until (again, my arch-nemesis) the system got too complex.

    Anyway; the GM of this City of Heroes system makes similar rolls for enemies, but instead of rolling for each individual enemy, the GM rolls per mob distributed by Rank.  In this way, it's a little similar to the Horde Mechanic from the Dark Heresy roleplaying game series.  It streamlines the experience, and allows the GM to illustrate to the players the pivotal element of City of Heroes:  The players are POWERFUL, going up against overwhelming numbers, but prevailing by sheer might.

     

    Also, significant to reflecting the MMO's gameplay, Control and Debuffs are just as powerful in ending battles as pure Damage is, and all three in combination compliment one another.  This was where I made my initial mistakes in trying to make the system too complex.  As such, the abstracted tokens allow for greater flexibility while maintaining purpose.  They also allow the players to personalize the nature of their powers, since it's not a matter of precise elemental damage types, control types, and debuff types.  

    The player defines, and the GM makes the call.  The player says "I'm using fire," and the GM goes "ok, well, that's not going to hurt the demon made of fire quite so much, but the demon made of ice is going to be feeling the hurt!"  These penalties and bonuses are similarly abstracted to save time, as Small, Medium, or Large.

     

    Now, of course, the biggest drawback with using a token-based system is a selling point for corporations:  The need for having tokens.

    The system requires a way to track how much damage/control/debuff is being a applied to a target, and in that way, if I were to take this game to market, I could actually use that as an element of the sales pitch.  Lately the tabletop market is dominated by systems which try to sell peripherals or mandatory components other than the miniatures themselves.  Wizards of the Coast is gaining quite a bit of notoriety for this within the industry, but other companies like Fantasy Flight are arguably the real industry leaders in this.

    But I do not want to bring this game to market:  I want it to be free!  So, instead, tokens become a liability to my intent.  While 3D printing is becoming much more accessible and affordable in various places, I wouldn't want to force players to have to resort to that.  Thusly I need to give some thought to everyday items which people could have in suitably large quantities, but don't take up too much space, to use as simulated tokens.  Coin is an immediate thought, but that carries with it some pretty heavy baggage of implications.

     

     

     . . . good lard . . . I've rambled.  This was supposed to be your thread, Kookoo, and look at what I've gone and done.
    Sorry.  I just get so passionate about game design work, even after I abandoned the industry.  I'll get quiet now, and let this thread get back to you.

    • Like 1
  12. I actually did a scratch d100 system myself . . . I should post that too, when I track it down.
    Disclaimer:  It is incomplete, and I made some definite mistakes.  Mistakes that I learnt from, but . . . well, pretty heavy mistakes.

     

    Yours is an interesting take.  Clearly wears its d&d heritage boldly.  

    If you were to start over, do you think you'd do it the same way again, or develop it in a different system instead?

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