Jump to content

Earth Dragon

Members
  • Posts

    25
  • Joined

  • Last visited

Reputation

65 Excellent

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. This was part of the reason I felt they could bring SG badges back that could give a push to do a varied amount of SFs/TFs again. The individual does it once, gets the badge and it's done. Just go back to farming the same few. But if the group has to be present for 10-20 runs, that gives just a little incentive to spread it out a little bit. While the initial explosion on a release like that will be the biggest, and many will go back to just spamming the same few, there will always be new bases started and some folks would like to get their "bumper stickers" and start those teams themselves.
  2. If you don't know anyone, just read the first page of these comments Now you do
  3. Rudra, cherry picking and then saying "I don't know why you said that" doesn't do any good because you DO know why I said that because the context is there. It's clear you just like to argue as your comment more muddies the nuance then adds to it so you can disagree
  4. Grand Theft Auto wouldn't exist if this was completely the case. Salamanders would be the only chapter of Space Marines anyone would play in 40k if it was completely the case. I'll agree unconditionally that people have a derangement to their psyche that as long as something is called "good" all evidence to the contrary is thrown out the window (which we've seen evil people exploit that all throughout time, flocking to whatever is considered good to go undetected). That's what's caused fights during TTRPGs for decades when players or GMs protest that the chaotic "good" character shouldn't be doing "rapey" things. So the fact that Villain side does not feel "evil" or perhaps even "chaotic" or "selfish" enough (as villains aren't universally evil anyway, nor do they choose to be painted as villains even) to many people says there is something lacking from the experience for them in the opposite direction. Allow heroes to run around the zones without Villains being able to attack them? You go FURTHER in that direction. Keep in mind, there is nothing stopping you from creating a hero instance of all the villain zones and a villain instance of all the hero zones if you want to explore making more content for both sides. Just that mixing has a much different impact on both side's potential immersion. If they had their own instance, the contacts and/or missions offered by those contacts could change anyway if you went that route. And if you only advertise everything as "City of Heroes" it's not that people won't load up that game and see that you can play as a villain. It's that whatever player out there is looking for the change pace and to play a game that allows them to be the villain when most games have you as a hero, they'll never look into playing the game. Likely not a huge factor, but a small amount is still more then 0, no matter how small.
  5. Redside is the best side. That's how I felt when it launched and that's what I still feel. The only things I would have done differently are more due to hindsight or disagreeing with things the Beta testers pushed (like getting rid of Ice Brutes). The worst Strike Forces are comparable to the better Task Forces. The first ones you do are some of the best versus some of the worst. At least for those players that are doing them organically a they are leveling and not just 30 min blitzing through them at level 50. But big contributor is, I feel clearly, that even logging in it's now all City of Heroes. That's what is in your face all the time. That's been all the press. That is much of the streaming content. Regardless of preferences, if that is all you are seeing, that's what you'll come in and play. Not positive it will make a huge difference, but it is hiding it's existence. I also don't feel like many of the people who like Villain side care that they are on the lesser populated side. So for many of those folks, you wouldn't actually be improving anything by letting heroes freely travel all over the place. It would likely just drive some of the handful that are there anyway away. At some stage you have to consider EVERY layer of the new player experience. Someone playing this game for the first time after universal travel could easily become confused by the shifting tones of what they are doing. And they would be dragged around by vet players who are just recruiting teams to get whatever reward from whatever activity they were doing and not present a very cohesive experience. They already tried to make Mercy more like Atlas, but talking to the few people I came back with, we all like the original Mercy better (some of us roughly remember the change from before but forgot about it since it was less impressionable). Spamming travel powers on the new players and changing the transports into a RL coordination nightmare to ease access to all the zones has already really impacted that feel of your character battling for position and progressing through the zones in a dangerous manner. I'm sure the blueside players will disagree, but guess what: they are blueside players and aren't making the switch.
  6. Again, you impose something that isn't particularly the case as a dishonest way to say "this can never happen". We already know that you don't have to give up "inf" for prestige as that has always been the case for early levels, and it went from a complete loss at higher levels to only a 50% loss after a little time. If you can program a sliding scale that starts at zero, and you can change that scale to slide to a different final point, you can "slide" it to stay at zero.
  7. When you say this, it sounds like you would have to pay for your component again if ever turned back on. Turning it on does not have to be associated with it paying for your components. If you can turn something 0, you can keep it at 0, while the thing 0 references is accumulating again
  8. Let's not forget what the words "influence" and "infamy" actually mean. Attaching Prestige gain to those was reasonably natural as that was the group's indicated "influence" on the world, but unlike those, also didn't go away in the same way. It could be referenced from the SG window. But if Prestige is a theoretical manifestation of a group's "influence", then getting it the same time you get influence was an easy place to attach it. The "foul taste" was mostly due to the decision that was made to either "Influence the world" for the group OR for yourself. The only thing that thematically makes sense about that was the individual may not be doing things in the name of that group every time like any comic character just doing their own thing for the afternoon, but it doesn't ever need to be separated or impact each other as they did before If the point is to make things fun, then that's the point of me asking. Badges are fun on the individual and they were fun earning as a group. We know the badges can be done. A never ending tally instead, in addition, would also be fun. I'd take either or both, but the badges are an easy add and lots of people enjoy them, and there doesn't need to be any reason to ask other then they are fun. The only reason I would push back about some of what you are pondering in this thought is you are trying to make something from the ground up and massively change something, where as turning Prestige back on and dropping the infamy penalty and re-instituting badges can be done easily as those things are already there (assuming the person who modified them didn't do it in a way where they took a virtual sledgehammer to the code). It would be better to explore adding getting a point of Prestige for every minute you spent in Pocket D (as we know the game already calculates that as you leave) or whatever else someone could come up with after it was turned back on
  9. More or less. Yes I think the only way to calculate that you took out xxxx Arachnos is through a Badge, otherwise a tab with a never ending tally would be interesting to look at. And the structure was already there for similar badges, so we know it can be turned on. We also know that the base items clearly don't have to be attached to them. Prestige, as others have aided to illustrate, was more then "just" currency before, and turning it back on would be without it being a currency. We also know that you can adjust how much it affects your influence/infamy because it was changed for 100% impact to 50% while the game was live. So it could be further reduced seemingly easily.
  10. I apologize. I'm not going to get into the semantics around the word "items" or how I had stated "components" earlier, but will only state that they caused confusion. The OP has been modified, as has the areas I was drawn to when I re-read, and I noted that the original contents of the modified section are contained above for anyone curious
  11. No the first post did not call for that. And that's where this discussion got de-railed and you have a bunch of people give "likes" and responses in a way that show they didn't even read the initial post. No one suggestion to have items locked behind badges, instead it was stated to have that left alone. So when the comments aren't even comments addressing the OP but some fiction fabricated by the forum militia springing to action against any perceived threat whether real or not, it eliminates any chance for an honest discussion.
  12. The teleporters used to unlocked by your group doing a SF/TF so many times. The idea is to bring that tab back, but give you "marker" that it was done so many times without any that gave you base barring those base items. Prestige, if turned back on, is just a general metric of how much impact that character and that group had on the area. Any talk, at least here, has all been about Prestige only interacting with the badges to highlight that interaction and not paying rent again or for items either If the devs ever added a second area to the game, (like the Rikti attack outside of Boise, Idaho, or off the coast of Brazil or whatever and you travel over there and it has 2 hero zones, 2 Villain zones and a co-op zone) and that area could calculate prestige earned there separate from prestige earned in the core area. There are interesting things that could be done if it was available again that didn't do much other then showcase an interesting metric.
  13. Except they already gave having a small SG a strong pull and huge advantage since the storage is always the same size and you don't have to build to it so you have "no place to stand" That is where YOU fail and continue to fail to come up with anything truly credible as to why you can't have a badge in game again that say your group gained xxxxxx prestige or create something new where you eliminated 100k Arachnos troops. Posters are claiming you can't or aren't allowed to turn something back on and adjust something already there in the code that would be rather simple all because some players might not be able to get XXXXXX, even though it doesn't affect how they perform in game. People with packs of friends who are coming back to the game would appreciate if something is available again, and all you can say is "What about the person who already has an easier time then you with his own personal storage"? The Super Groups had functionality that allowed them to build something up. All that experience has been edited from the game and you're raising a fuss because asking for them to add bumpster stickers that as far as I may be able to tell only the group themselves would be able to see. You guys aren't serious.
  14. No it doesn't, and more shows that a few of you came in here with ammo already loaded. If someone isn't going to PvP, they know they aren't going to bother with PvP badges and everyone excepts that If someone doesn't care to flip to Villain or Hero side and get those badges, and don't and everyone excepts that If someone doesn't care to look at XXXXX badge tab and see what they still have to do because they aren't trying to get that, they don't and everyone excepts that as their choice The thought that someone who decides to go at the game in an SG with 3 people, refuses to reach out past that, refuses to allows petitioners in who are pondering, and just stays in their corner doing whatever it is they do is now the (said with a deep reverberating voice) "!!PLATINUM STANDARD OF PLAYER PREFERENCE THAT NOW ALL RECOGNIZED ACCOMPLISHMENTS HAVE TO BE BEHOLDEN TO!!" is a non-sense blockade any way you look at it. Some badges could be out of their reach if there was one for each damage type dealt, for example, and they didn't have that damage type........that's the way it goes. It is no different from the individual character who doesn't heal not getting a healing badge or the player who doesn't ever step into a PvP zone and so never gets those badges. If you want to try to get the "Everfrost" SG Badge, you 3 folks can make a Water Blast, Ice Melee, and Demon Summoning Trio and have fun, with an interesting benchmark. As someone who had over 10mil Prestige with a single character, but who didn't play for 8 years (I don't even think it was three years that I had a subscription going, and less then half of that time was spent on my main, I have a demanding job the entire time, and I HATE farming so wasn't doing it) I know you can do quite a bit by just playing the game. But I also know that there might be badges/accolades in an SG (if they exist again and are expanded) that don't suit my fancy. I don't think I've got past CL 10 with a Psychic character. If there is a "Bunch of Psychos" badge that wants us to do XXXX psychic damage, I'll likely shrug my shoulders and move on. If I notice somehow we are halfway there........well.......guess I'll give it a shot! To the troll that pretends we should all get notepads out and do tally marks for how many times we do a particular TF/SF, and scroll back through our damage logs to add up the amount of lethal dealt and received, and any other such ludicrous thing that you fully well know the game can keep track of and give us a nifty title for the SG because we did whatever the badge confirms we did a lot of........THAT is what prevents us from doing certain long term goals. We despise the Circle of Thorns. Now we look at the Super Group Badge tab and see we took out 100,000+ and got the "Hedge Trimmer" Badge to confirm that role-played rivalry. Folks, this ability is already in the game. We know it is already there. The game encouraging you to do every TF/SF 20 times versus just farming the same one 200 times as a bunch because that's the one "Goofy Goober Gamer" proved was the fastest and most profitable and that's the only one others want to has solid benefits to diversify the content sought after for those who have been around a while and those who will come later. And what does Prestige do against all this? With no rent, no component costs and presumably no influence penalty anymore, it's just a "to infinity and beyond" metric. There may be a cap in the game code, and if someone finds it.......let them. It's the thing that you are likely still earning and accumulating even past the group getting all the badges, if it happens, and can come with fun moments for individual toons that break a million! You throw a party! However that individual decided to go about the game, whether it was doing missions, TFs/SFs, solo, in parties, doesn't matter. They got there. They spread the name of your group across the server to whoever they did. It was a milestone for them that was accomplished for the group. Our group was excited to build again what little we could with the official go ahead given on the servers. What we thought was going to be there was drastically changed. We're looking to get what we know can easily be turned back on. The caustic attitude this was met with immediately and the intentional misrepresentation by a handful is honestly shocking, but I suppose should have been expected, as that's the way the internet goes.
  15. And that's just being petty. If I make a non-healer, I don't kick and scream that I am not going to get badges for healing others. I don't take the medicine pool to achieve those badges, and exceptionally few do. It's something most don't strive for, and don't care for. The entire TF/SF system and Trials disrupts people "soloing everything with their Stalker". "Everyone needs to be able to achieve everything on their own terms no matter what" has never been apart of this game, nor any MMO, and its a poor assertion that having SG badges would come with the caveat that a solo member be able to achieve them in whatever hyper-restrictive timeline one would like to staple on. You built your own base and got 14 racks of salvage storage all to yourself. The perks are already there to do it by yourself. Do we need to demand the devs adjust base limits to match the amount of accounts in the SG so everything is "fair"? Of course not. A handful of no impact to gameplay milestones that are long term goals for SGs with 10+ members is not an unreasonable ask by any metric, particularly when compared to those aforementioned benefits that personal hideout goers are already granted
×
×
  • Create New...