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Everything posted by Vanden
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Let me reframe it. Let's say we introduce a new arc, available to all players. However, some of the specific content in that arc makes reference to your origin. Some of the choices are shaped by your origin. The overall flavor and tone of the arc is informed by your origin. Does it feel like you're locked out of content because it's tailored for you when you run it, and tailored for me when I do? It would likely miss the mark on a large portion of players' interpretations of their characters, and be a wasted effort.
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What would be a good IO set for Dr. Kane's House of Horror?
Vanden replied to Vanden's topic in Suggestions & Feedback
WAY overdesigned! But, out of necessity. Let me flip it a bit. Almost all of the Unique Attuned sets, except Winter sets (which just get purple numbers on their kit bonuses), cheat like this. The Universal Damage sets don't cheat as visibly because we conceptually gloss "PBAOE/Melee/AoE/Ranged" as the same attribute even though they were intentionally separated for set balance. It's far more visible if you look at e.g., the Controller ATOs, which need a wall of text just to identify what gets the bonuses. So instead of looking at this as "zomg but rulez," I'd ask -- what things actually in game, or things you can imagine in-game, does this actually break? What types of things benefit from many/all of those bonuses at once, or *could* benefit from many/all of those bonuses at once? Meanwhile, if we stripped off the bonuses -- made it just a regular Accurate Heal set, for example -- how many kits could actually use it at all? As far as the unique goes, it's basically a power effect (a Defender-themed build up) on a proc. Rather than evaluating it by number of effects, I'd ask you to evaluate it by comparison to other Unique Attuned procs en toto. Pretty much all blaster sustains would greatly benefit from being able to enhance their end recovery and heal with this set. Also, you said that "AR" was supposed to be Accuracy and End Reduction, but then you put down multiple enhancements in the set as having End reduction on top of "AR." Did you mean for one of those to be Recharge Reduction? -
The obvious answer to this reply is "Then don't play it". Well that's the rub. Why write a story with such a targeted audience in such a way that it alienates a large portion of that audience?
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This thread isn't about adding new content, it's about making character origins matter. And that, I'm against, and I like to think at this point I've made it clear why.
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I mean it's kind of basic logic. Making your choice or origin have consequences for content is like a textbook example of making it "meaningful." I don't if it can be explained any plainer. Regarding excluding a portion of the players, so what? The game does that all over the place. Heroes can't take missions in the Rogue Isles and vice-versa. Praetorians are stuck in Praetoria until lv20. Barring turning off exp gains, you can outlevel content in a given area that another player might have been able to do. I'm not suggesting all content be origin-locked. Having origin-specific missions only "excludes" you if you choose not to make a character of that origin, and in an alt-heavy game like CoH there's little excuse for you to not roll one up if you want that content. Further, missions are shared across teammates. If you're Science and you are teamed with a Natural, you'd be able to do their "Natural" mission with them just like you could do any other of their missions. If anything it would be an incentive to team and encourage "origin diversification" if such a thing was ever needed. Finally, CoH has a history of soothing these kinds of restrictions, like the aforementioned exp disabling. Beside an origin respec, I'm sure they could have special circumstances where you can have a kind of "all origin" task force or whatever. I mean I know creating new TFs is even more pie-in-the-sky but it's not a problem of concept, just a question of resources. Then I'm still a hard No on this suggestion. I don't see the value in producing content locked to the majority of characters, or in putting up a framework that requires putting out five times the content to equal the output of a typical content push, or in creating an environment where a writer would have to produce a type or genre of content that they aren't enthusiastic about in order to meet a quota. That last detail is sure to result in subpar writing.
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I feel like you're trying to apply an impossible standard to the idea and then rejecting it because it can't live up to that standard. CoH already sends your "Superman" and "Batman" on missions to clear gang members from warehouses, and then into portals into other dimensions/timelines to fight aliens. No one's head explodes. If you're deeply into your concept as a street vigilante, you just bypass the content that doesn't fit that. Adding origin-themed/oriented mission content would just be more of that. And the vast majority of players aren't so deeply into their concept that they filter missions based on some kind of setting or genre standard. Frankly I'm baffled at resistance to the idea of making some aspect of the game more interesting. I mean I expect people to say it's unworkable or possibly confusing or even flat out impossible without a a major code overhaul, but if your objection amounts to "that might make me have an opinion about my origin" I'm kind of at a loss... Your suggestion is to make origin more meaningful. How does adding mission arcs themed around origins make our choice of origin for our characters more meaningful? If you limit the content to just characters of matching alignment, all you've done is add a mechanic that excludes 4/5ths of characters from running it. If anyone can run it, that literally describes all the content already in the game. Yes, the game already sends us to fight gang bangers and dimensional invaders alike. What it doesn't do is cloak that in some kind of theme, saying "the gang bangers are for Natural and the dimensional invaders are for Science." Firstly, with all due respect: no one cares. No one cares if the gang bangers are natural, mutant or omnipotent cosmic beings. What matters is WHAT they're doing, likely pushing drugs, stealing money, fighting for turf, etc. It also doesn't matter if the dimensional invaders are Science, Natural or Mutation (*spoiler*), it matters HOW they invade. Most Street-based heroes don't have the means or connections to stop a space fleet from pushing into our dimension without contrively linking them up with an individual who just so happens to have all the tech and knowledge BUT doesn't want to get off their duff and do the job themselves. Secondly, I believe, to the OP's discredit, that the idea is to morph and combine ideas. It's not set in stone what SHOULD or HOW origins could be emphasized. I'm going to go off on a limb and say he's already conceded to YOUR points of people not being able to be held accountable for their choice of origin so some means of circumventing or bypassing that choice is likely the solution to your misgivings. Thirdly, I read someone else's post about RP and character concept and how good RPers find ways to FIT into the lore of the game while also being creative. Post here: https://forums.homecomingservers.com/index.php/topic,5323.msg42264.html#msg42264 Point in question here: To that extent, I'd argue, if you're TRYING to push boundaries with regards to origin that you then hold the entire concept of powers origins hostage, and how they interact with stories, in what fashion can we rectify THAT? That should be the question rather than "how can we not upset those individuals who might just be a minority or under the assumption their power-tripping is how their experience should be?". I'm not really sure why you're bringing up "power-tripping" roleplayers or people who intentionally roleplay characters that don't fit into the setting. I'm saying that if someone says "I'm going to write a story for all the Natural heroes, it'll be a gritty noir story about a murder mystery," that sort of story is not going to connect with a Natural character who's an alien, or a dragon, or something. Those aren't wild or out-there character concepts for a game about superheroes. I'm just saying that coming at content from the angle of "this will be the story for Natural/Magic/etc. characters" is doomed to fail.
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Ice Ancillary Epics for Defenders/Corruptos?
Vanden replied to Solarverse's topic in Suggestions & Feedback
All available themes should be present in APPs, where possible. -
I'm a big Anime guy & I totally agree that that hero communities of MHA & even more so One Punch Man are like COH as anime so if you like mHA i suggest checking out One Punch Man as well! I have seen One Punch Man, and I like it too, but it's very tongue-in-cheek. Two of the top-ranked heroes are a guy with a baseball bat and a guy who literally never does anything but somehow gets the credit, for example, and they're up there with a girl who can crush a kaiju with her psychic powers. My Hero Academia treats its story seriously, much like CoH does.
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I feel like you're trying to apply an impossible standard to the idea and then rejecting it because it can't live up to that standard. CoH already sends your "Superman" and "Batman" on missions to clear gang members from warehouses, and then into portals into other dimensions/timelines to fight aliens. No one's head explodes. If you're deeply into your concept as a street vigilante, you just bypass the content that doesn't fit that. Adding origin-themed/oriented mission content would just be more of that. And the vast majority of players aren't so deeply into their concept that they filter missions based on some kind of setting or genre standard. Frankly I'm baffled at resistance to the idea of making some aspect of the game more interesting. I mean I expect people to say it's unworkable or possibly confusing or even flat out impossible without a a major code overhaul, but if your objection amounts to "that might make me have an opinion about my origin" I'm kind of at a loss... Your suggestion is to make origin more meaningful. How does adding mission arcs themed around origins make our choice of origin for our characters more meaningful? If you limit the content to just characters of matching alignment, all you've done is add a mechanic that excludes 4/5ths of characters from running it. If anyone can run it, that literally describes all the content already in the game. Yes, the game already sends us to fight gang bangers and dimensional invaders alike. What it doesn't do is cloak that in some kind of theme, saying "the gang bangers are for Natural and the dimensional invaders are for Science."
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Origin-based content is a fool’s errand, because there’s so many different ways origins can be played. There’s no way to write one-size-fits-all content using origins as a base. The Juggernaut and Dr. Strange are both Magic origin characters, but they couldn’t be more different otherwise. Batman and Superman are both Natural origin, but the things they deal with are on completely different scales. It’s far more sensible to do what the devs did, and just write the interesting content they could without trying to shoehorn some connection to the player character that’s likely to miss the mark.
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The Hollows would be a perfect place to put a Hogger-like mob so we could have some CoH equivalent of the Hogger raids in WoW.
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Unfortunately we don’t have an off-topic forum, so this topic has to go here. Anyway, I am by no means an anime person, but my friends kept bugging me about this show. Once I realized it was literally City of Heroes: The Anime, I was hooked pretty much immediately. All-Might definitely got a lucky blue inspiration drop in the second episode, and that super industrial area they have for one of their training grounds is Terra Volta, you can’t convince me otherwise.
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It depends on the procs you're talking about. Force Feedback's proc will only be able to affect you on initial cast; after that it will only affect the patch itself and the vines, neither of which can actually benefit from the effect. However, damage procs can be triggered on enemies by both the patch and the vines, so they're still useful.
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Shiver is on my list of powers to take on my Ice/Ice Blaster, however if I grab it at 28 I won't be able to fit in Afterburner until 47 or 49. Is it worth grabbing when it opens up, or would it be better to leave as an 11th-hour power pick?
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Frostwork is objectively not a garbage power and I'm not sure what gives you that idea. I was expressing my loathing of the cottage rule in general. It's a poor argument for not making a power useful. Some things basically have no place in "modern" CoH. Any set with a cage power basically has one less pick as far as I'm concerned. It's never an argument for not making a power useful, it's an argument to not making a power not itself.
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Attunement has plenty to do with the bonuses of the enhancement by itself, it makes them go up as you level up if you slot them before 50.
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Because it's a decision I made on all my characters with the knowledge that it isn't relevant, and there's no way to change it. Brainstorming idea: When making origins relevant, allow origins to be respecced. This is something that we've known for a long time would be very difficult to implement.
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Because it's a decision I made on all my characters with the knowledge that it isn't relevant, and there's no way to change it.
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LOL it clearly is. Look at the numbers in the parentheses. Why show a final number calculated on that extra 5 endurance I have, which is 5% over 100 end? Your toggles cost a total of 1.48 end per second. That is 1.41% of your max endurance per second. That's what that's showing. I realize that. So, I'm gonna get my 'static' cost and see what they total, because I believe they total 1.41 end/sec. If they do, it's actually costing more end to run them based on the extra endurance. Ok, so it appears it's 1.55 end per sec which works out to be 1.48% of 105. When I had looked at this before the numbers that were added up didn't make sense. They could just show the static numbers instead. That would be easier to figure out since it's not very clear how it works. They are showing the static numbers. That's the number in parentheses.
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LOL it clearly is. Look at the numbers in the parentheses. Why show a final number calculated on that extra 5 endurance I have, which is 5% over 100 end? Your toggles cost a total of 1.48 end per second. That is 1.41% of your max endurance per second. That's what that's showing.
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It's just showing you your end costs expressed as a percentage of your max end. It's not calculating them that way.
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Origins should not be more relevant.
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There is literally nothing wrong with knockback. Objectively untrue.
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The Philotic Knight's Buff Force Fields 1.0!
Vanden replied to _NOPE_'s topic in Suggestions & Feedback
New cottage, different rules. I see no problem with replacing or changing bad powers. Also this. It's a good guideline, but honestly it's been *years* and there is a much different audience / no need to model the game to a subscriber base or publisher guidelines. None of which are why the Cottage Rule exists.