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Paradox Fate

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Posts posted by Paradox Fate

  1. 13 minutes ago, Sovera said:

     

    Once the bars are in place the way we like it we can save the layout and our next alts will have them the way we want it. What the saving the saving of the layout does not do is having the bars deployed, which they now do.

     

    I did forget about the /wdw_save feature. Sheesh.

     

    But I still think the General Channel should be down in the 'Chat' window though, to reduce clutter in 'Global'.

  2. Any way to reduce the mess on the hotbars after respecs that can be done? That brings quite a headache to new players and older ones alike. 

     

    Also, figure the costume missions could use a brush up, even though their usefulness is kind of obsolete now. I think their meaning and message behind them is still important, however.

     

    (If they are not of any new player priority, I am happy to post them in the Suggestion board!)

  3. 8 minutes ago, Rudra said:

    Mr. Bocor already requires no introduction. Just walk up to him during his active level range and he gives you missions. I do this frequently on red side. I even re-verified just now with a brand new level 5 character.

     

    (Edit: Also, other contacts that don't require introduction do get their own little pop ups red side when you reach a high enough level to do their content. The Slot Machine in St. Martial is one that does that. Just not all of them.)

     

    What I am shown when I talked to him on level 30 on the Slot Machine:

    cityofheroes_csyjY7avMg.png.7bbc28c43f6bea336579150d2b3516ce.png

     

    Seems he still requires the 'Gangbuster' badge.

  4. 44 minutes ago, ranagrande said:

    If they're fixing the pop-up at level 10, it should be fine.

     

    I know. I am just showing how easy this gets past them.

    There's also that there are no contact popups anymore from those that do not require any introduction in general once you are in their level range, other than when you can access First/Last Ward, Cimeroa, reaching 35 for the Patron Arc, reaching 50 for the Incarnate Introduction, unlocking the Alpha slot and Badge contact unlocks in your level range.

     

    Dean, Darrin Wade and Vincent Ross in Sharkhead usually send you a message, for instance, once you are Level 20 and are on your active contact tab so you don't have to search for them.

     

    Maybe there is something that can be also done about it, like the Invention Contact pop-up?

  5. 10 hours ago, Clave Dark 5 said:

    Even that aside, my question still stands, how would any new content get people over to a side they already don't play on, without that risk it just turns into a swap farming expedition?  New GMs?  Who runs on red side just for GMs? 

     

    The only idea I can think of, which is already too late and wouldn't fly, would be to re-segregate the ATs: you want a Mastermind?  Play redside up to say level 30.  And yes I know that's a joke!

     

    There's a few things that could be done:

     

    - Add a Positron TF equivalent to Port Oakes that players can start at Level 8, possibly finishing it with about level 15 (with Double XP on). Make it a non-signature Strike Force, so the enemy level matches either the leader level, or it's SF cap. This would smoothen the lull between Mercy and Cap, as you have to rely on Paper Missions to get contacts there or unlock them via 'Find Contact' tab (and the only one you would get in PO would be Veluta Lunata, which otherwise requires the Pirate badge to unlock.)

     

    - Speaking of PO and it's lull of contacts : Make Mr. Bocor one that requires no introduction, since he also introduces The Radio, which I think is the highlight of the zone and both keep you busy for a bit. Also expand Bocor's level range from 5-9 to 5-14, since finishing the remade tutorial with DBXP gets you close to level 9, so you might fail getting the Radio as a contact when you outlevel him.

     

    - Highlight Contacts that don't need any introduction, and possibly open up a few for that in Nerva and St. Martial. It was working back on live by popping up a window and being an active contact on your tab and the map, but for some reason it stopped working for most content other than getting access to First/Last Ward, Cimeroa, reaching 35 for the Patron Arc, reaching 50 for the Incarnate Introduction, and unlocking the Alpha slot.

     

    - Rework Merit Rewards on Story Arcs: Some are really, *really* low on what you should get from them.

    For instance, the Vincent Ross arc - Several missions where you have to defend a location for a few minutes while constantly be pitted against reinforcements, activating runes and bombs along the way, go through a portal puzzle, and even face Barracuda herself if you decide to team up with other Contacts in Sharkhead prior to this arc. Along with a satisfying smackdown at the end against a LOT of enemies.

     

    And your reward for it all : 6 (SIX!) Merits. 😕 Even the Radio in PO gives 5 for not even half the effort.

    • Like 3
  6. 15 hours ago, Jimmy said:

     

    I think so. It may require you to talk to the same person twice though.

     

    My partner has recently been playing through the early-game content for the first time (he's barely played the game in the past), and I've been observing. Twinshot directed him to someone in Steel who then triggered the Invention tutorial. I think it's this step. After that we ended up on the Invention tutorial before going back to Twinshot's shocking plot twist. I can't recall the exact series of actions though.

     

    Either way, it's buried pretty deep into Twinshot's arc, and could definitely be more discoverable.

     

    I am going through the Twinshot Arc right now (and filling missing dialogues in theirs arcs in the wiki), and this is where Dillo tells you to go to the University and talk to the Professors.

    Ironically, none of the 'Professors' will actually start the Invention Tutorial, you have to talk Admissions Officer Lenk for that, though they do tell you to go to him.

     

    Interestingly, Red Side guides you directly towards the NPC who starts the tutorial in Cap, but you only talk to him about something related to the Heart of Darkness arc, completely skipping the mention of his tutorial. And you only get a brief comment of Enhancements from Zephyr regarding that and the clue about it, but not that you can start the tutorial at this NPC by interacting with him again.

     

    I think Gold Side only mentions their 'University' once you reach 10 or so and the trainer throws it in after you finished leveling up.

     

    Definitely needs a bigger exposure, everywhere.

     

  7. 4 minutes ago, Jimmy said:

     

    Twinshot's arc does actually trigger the Invention tutorial, but we probably could do with exposing it a bit better.

     

    Indeed, but when you do double DFB, then do Posi 1 and 2, you are on a expressway to the early 20's in less than 2 hours , and this completely goes over their head.

    Plus you get a freebie IO and a badge, so I figure there's quite a incentive to give them another notice about it if they didn't do Twinshot.

  8. On 1/28/2024 at 3:33 PM, Dispari said:

    Just a quick one, but WAWG was increased from a 10 foot radius to a 25 foot radius. That's an area increase from 314 to 1962. The target cap was also raised from 10 to 16. This puts it pretty close to actual mez set AoE immobilizes, which have a 30 foot radius. Visualized, the difference is:

     

    5gO3Ch6.png

    Old version, targeting this Shocker but it not being wide enough to hit the Troll top right.

    4hKht2C.png

    New version, targeting the Grenadier and getting everyone but the security guard top right.

     

    Damn, glad I did add WAWG into my Crab build. Now this will make a nice combo. WAWG -> Venom Grenade -> Arctic Breath (full of damage procs) -> Suppression -> Frag.

     

    Lots of brr to do.

    • Thumbs Up 2
  9. 2 minutes ago, Wispur said:


    If this diversity bonus is going to make it to live, I still like this solution the most.

    5 different AT's in the group?  You get the Bonus.
    And then the remaining 3 slots can be duplicates.

    Like you said, this will likely do a much better job teaching new players about the diversity of AT's and their versatility.

    (Plus, this *still* benefits me as a Kheldian since it's one of the least played AT's, Bwahahahahaha!)

     

    Just raising a concern here, since you mention it: One shouldn't get additional rewards just because they play underdog AT's.

    Granted, Khelds and VEATS have unique playstyles and have their limitations, but they shouldn't be made attractive this way. It's much better tweaking the AT's themselves, which still have quite some room for improvements.

    • Like 1
  10. Dreadtrigger - DP/MA Blaster

    grafik.png.5dea9be69c97e89089023422ac3a4a0b.png

     

    Mister Voodoo - Dark/Dark Controller

    grafik.png.a6fb501f606be819755ca588886f1816.png

     

    Cenwyr - Earth/Nature Controller

    grafik.png.ceaec31c62f53a0aa07395152c016edc.png

     

    Skeros - Energy Melee/Willpower Scrapper

    grafik.png.05d1c948b000de2c0bf86b8628b9af7d.png

     

    Dawnlance - Human Peacebringer

    grafik.png.bfa303f7eb35dd63d47b086dba7e56e9.png

     

    Breechloader - Assault Rifle/Devices Blaster

    grafik.png.e55b325f8180979a378ec0590496fb62.png

    • Like 13
    • Thumbs Up 3
  11. Do miss me more Port Oakes stuff to do, since Cap and Sharkhead got enough going on.

     

    Otherwise, being able to play various types of villains isn't so easy on CoV, since you do not always need to perform various acts of violence to be one.

    But since applying violence is 95+% of the gameplay, there isn't much you can branch out with ideas and concepts of your villain(s).

     

    Now, this reminds me of the Summer Blockbuster : Heist - You perform a robbery with nearly no combat other than in the safehouse, and that type of gameply feels like which CoV is missing.

    • Like 3
  12. 4 hours ago, GM_GooglyMoogly said:

    Sorry, but I had to hide some posts for arguing back and forth in this feedback thread.

     

    What the devs would like to see: 

    • I like this because [reasons]
    • I don't like this because [reasons]
    • or best of all:  I tried this on test server and found [findings]

    You should not be arguing with each other.

     

    Thanks.

     

    I don't like this because this feels like a low-level attempt to introduce this system under the pretext by providing more Primatic Aethers to players. If you want to make certain AT's more wanted in groups, then you should try to make the AT's themselves more attractive to play (I look at you, V/HEATS).

     

    There are enough systems in place where you can give folks a extra PA or two for a job well done, so I'd rather have you fine-tune what's already in the game.

    • Thumbs Up 2
  13. 21 minutes ago, Doc_Scorpion said:


    I kind of agree with you, but *shudder* that brings in a lot of bad juju from gatcha games.  I'd rather see it extended a to a week so there's less pressure to do it NOW.

     

    That's fine by me. Just something to do on your own you can tackle aside the Weekly Strike Target, which is a (mostly) strict group activity.

  14. There's also the fact's it's a resource which value can fluctuate at the market - It can be expensive, so people enforce the role bonus, or be completely useless in value and be wasted development to create such a bonus.

     

    -

     

    Honestly though,

    if you are that determined to bring in more Prismatic Aether into the hands of players, then provide a Daily Task system:

     

    Offer three smaller tasks or one big task per day, per account, to complete and you receive your 1 Aether.

     

    Smaller ones could be:

    - Defeat X of Y, where the enemies are of even con.

    - Assist citizens in need. Remember the thugs trying to rob people in Steel and Talos? Your time to shine.

    - Do a number of radio/paper missions.

    - Craft a thing and turn it over.

    - Do one of the zone events.

     

    Bigger ones can be:

    - Finish a Task/Strike Force.

    - Do a Story-arc that matches your level (or flashback into a selected one).

    - Do x missions within a group of at least 4 people.

     

    With that, players can decide what to do and with what character they like without being intrusive or limiting others with their decisions.

  15. 37 minutes ago, psylum1 said:

    People are coming out of the wood work because this is more than likely a positive feature that will help new players get the resources to start building out their characters.

    It's not rocket science. 

     

    They do not need additional resources tied to a diversity bonus to get their characters built out. They just need to be a bit smart about what they have.

     

    And for anything else, you gotta do content. Do Task/Strike Forces, Story Arcs, get Merits, get lucky on recipe drops, sell at and/or manipulate the market.

    Heck, you even get 750k alone by just visiting the exploration badges in Atlas and cash the merits out for converters.

     

    • Thumbs Up 2
  16. 9 hours ago, Cyclone Jack said:

    As far as 2XP from P2W, I'm going to guess that new players probably won't know that's a thing, at least for a little while, unless someone tells them or they see some people standing around the vendor and then they take the time to look through everything.  And if they do go 2XP on their 1st character, then they'll be in for a rude awakening eventually (reminding me of the 1st appearance of the Winter Lords in which everyone PLed like crazy, but then had no Inf to slot their characters 🤣).

     

    (On an aside, I have an SG specifically so I have access to TOs in the early game 😄)

     

    The problem with SOing a character at 20 or 25 or whatever, and then keeping them SOed throughout the leveling process boils down to Inf.  There is absolutely no way a new player will be able to keep up with that, and the Homecoming devs are aware of that (thus this feature).  And you are correct, we don't want to add more Inf to the game; really the opposite needs to happen by adding more Inf sinks, but at the higher levels, IMO.  That's why I suggested cutting the costs of low-level DOs and SOs.  No extra Inf is being added to the game (the same amount drops), and that extra Inf saved is going directly back to the Vendors for more DOs and SOs.  Being able to fully DO a character around the L10-15 range and then fully SO in the L25-30 range would be a huge boon to the new player experience.  And at the same time, it would have 0 impact on veterans who seed their new characters millions of Inf and then IO out at L22.

     

    Also, apologies to the GMs if this is too off-topic, but Cobalt's explanation sort of went into the SO and Inf side of things, so I feel this is still touching on that.

     

    I think a good idea would be adjusting the SO/DO prices up until about level 25, and then have a popup show up at level 22 telling players that they have been invited for a learning course in IO's at Steel Canyon/Cap Au Diable. There are already missions in universities that give players a rundown of how to craft them, along with a free recipe and materials AND a badge.

     

    One also could add a Auction House tutorial in there, since both mentioned universities are in throwing distance of Auction Houses/Black Markets, so it would tie neatly into that too.

     

    We just need to make the players be smarter with their given resources, not just throw more of it into their face when they don't have a clue what to do with them.

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  17. I agree with Peregrine here, clearing faster is a reward in itself.

     

    If there are additional rewards to existing ones based on a role, people will go out of their way to restrict invites and exclude players based on what they play in even a casual setting.

     

    Because people will optimize the fun out of the game if given the chance. And this is another baby step along possible many.

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