Hardcore Mode - Should be limited to an optional, don't get defeated model. Not anything more than that.
Could be as simple as a badge or a temp power.
Challenge Mode options - Waves of endless enemy challenges.
Yes, this could totally be abused as endless street sweeping.
Re-purposing / Reusing existing content
I like the idea of reusing existing content. This is challenging with enemy groups which don't scale all the way to 50.
Maybe refreshing some of the stories, linking them together better, or highlighting a story arc similar to TFs now.
A nice mix of rooted and non rooted powers provide a path to really learn situational aspects of a character.
The current AoE meta takes a little of that away because it moves so fast with so little risk.
I'd love to see characters be able to actually dodge attacks, but that just isn't realistic for CoX at this time.
You know who you are.
If you spend more time in the costume creator than it takes to prepare dinner, you may be an altoholic.
If you have more alternate characters than badges, you may be an altoholic.
alt-o-holic alt-creation-itis alt-itis alt-friendly altism altaholic.. so many terms for having so many characters.
Reach out if you need anything.
Leveling is accelerated compared to pre shutdown. The P2W vendors provide some early access to unlock capabilities. Also the character/costume creator has a lot more options available. If you need some inspiration:
https://forums.homecomingservers.com/topic/1090-post-your-best-costume-designs-here/page/22/?tab=comments#comment-127094
I think this may be worth digging into.
On one hand, it does make sense that returning player should have access to the things they used to have without needing to regrind for it,
On another hand, some new items perhaps could be gated by a minor accomplishment or task. Maybe work our way back to special items for harder accomplishments.
P2W could also be used to toggle access to previously earned items. (could make a classic mode for those who do like to grind some things)
It would be interesting to see some of the existing content chained together better.
The dream was a choose your own path mode that had consequences for choices.
just spit ballin.
noted
I think that was exactly my point they have been around a long time and kept the lights on. Maybe it would be a good idea to understand how & why rather than being dismissive of it.
CoX currently has zones which "are ghost towns and population a bare fraction of what it was at its peak".
Without pumping millions into the i.p. HC should plan for similar. Cull out multiple accounts players have and the numbers are just what they are.
Received Card: Snow Beast, Common, x1
Received Card: Reward Merits, Common, x25
Received Card: Experienced, Common, x1
Received Card: Candy Canes, Uncommon, x10
Received Card: Experienced, Very Rare, x1
I think i'm gonna be sick..
lol
Isuue 5 was:
Changed Regeneration/Instant Healing from a Toggle Power to a Click power. Gave it a new animation so it activates faster.
The power was simply too strong as a toggle that could be kept on all the time. Rather than further increase the end cost or decrease the healing ability of the power, we made it a click power to be used when really needed. As a click with a long recharge, its Endurance cost can remain low, and its Regeneration boost can stay high.
Slightly reduced the non-enhanceable health regeneration buff of Regeneration/Integration.
The health regeneration component was slightly too high when combined with the other effects of the power.