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Tempest's Roleplay Suggestion Compendium


GM Tempest
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I dunno about anyone else, but making the emote "chat bubble" when you do a text emote rather than an action match the chat window would be nice - i.e., insert my character's name into the bubble before the text emote.

 

So if I type

;jerks her head back in surprise!

the chat window says

Chernobyl Effect jerks her head back in surprise!

but the bubble over my head just says

jerks her head back in surprise!

 

It's a minor thing, I know.  And I don't know if anyone but me gives two figs.

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On 2/22/2021 at 1:43 PM, Nayreia said:

2. PvP FFA toggle command for SG bases: I have a lot of things in my roleplaying comic project I want to convey to the participants; Things like training activities with sparring, or combat aptitude examinations for new recruits. Or other concepts like a certain character being a Nemesis-type (Resident Evil, not our local Prussian Prince of Automatons) where they're just simply a threat we run away from because they're so far out of our league.

This is a cool idea, really awesome in fact, but I hate it. 

 

I wouldn't hate it if there were also a character setting I could set that would prevent me from ever entering a base which has the FFA flag on, and that instantly ejected me if the flag turned on while I was in one.

 

One could also have a variant of this FFA flag -- Group + Coalition vs Non-members. That could possibly get a lot of use in story based RP-PvP.

 

Oh, and have a base setting for a super-sidekicking level to be set. You could have the base set to FFA Level 20, or Group-vs-Others Level 44, and so on. Everyone who enters would instantly take on that level until they leave, just as if they were on a team with the leader's level.

 

Finally, have a base flag setting for Walk Only. In this setting, everyone who enters is put into Walk mode and all powers are suppressed until they leave.

Edited by Andreah
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5 hours ago, Andreah said:

This is a cool idea, really awesome in fact, but I hate it. 

(Disclaimer: My original post in this thread was written before I became a member of the Homecoming development team, so please don't read into things too deeply! 😅)

I understand your concern! As it has existed in City of Heroes, the idea of PvP causes a lot of players to back away, even worse, the idea of being pulled into PvP unwillingly and griefed.

Player vs. player is not something that will appeal to everyone in the community, and that's totally fine, but the system itself has applications that could see use beyond competitive play. The idea of using the PvP system as a creative tool involving organized players to put towards anything their creativity can think of has value. Roleplaying, mini-games like capture the flag, or player-created boss raids...
The applications I had in mind for the concept are anything but competitive, it's more about giving players more options to work with on the realization of their creative outlet in City of Heroes.

Without even needing to check I can guarantee, if a PvP-enabled SG base system were to be introduced (reminder; there are no current plans!), every precaution would be taken to ensure that griefing was impossible and it always remained 100% opt-in. If this criteria couldn't be met, the system likely would not see implementation.

When I wrote that previous post, my thinking was that you would get the 30-second countdown with a pop-up, (like PvP zones currently have), with an opt-out button to leave the base on it. Both the countdown and the pop-up would be prompted if the base had PvP enabled before you entered, or if the base's owner toggles it on while you are inside.

With these measures in-place my thinking was that it shouldn't be possible grief somebody with this feature unless you AFK in untrustworthy bases.

 

5 hours ago, Andreah said:

I wouldn't hate it if there were also a character setting I could set that would prevent me from ever entering a base which has the FFA flag on, and that instantly ejected me if the flag turned on while I was in one.

Obviously some kind of failproof option like this would be good to have; My thinking on suggestions is usually oriented with "What seems reasonably doable using the systems and functions I know exist in-game currently." as anything else usually is either not possible or requires coding and still might not be possible.

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5 minutes ago, Nayreia said:

Without even needing to check I can guarantee, if a PvP-enabled SG base system were to be introduced (reminder; there are no current plans!), every precaution would be taken to ensure that griefing was impossible and it always remained 100% opt-in. If this criteria couldn't be met, the system likely would not see implementation.

 

All well and good for that to be the intent.  But the histories of various other MMOs have demonstrated that if it's possible to toggle PvP on/off, there is ALWAYS a way to force-flag someone so you can grief them.  ALWAYS.  The patch notes of those games are littered with instances of closing yet another PvP-grief loophole, only to have still more crop up down the line.

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58 minutes ago, Black Zot said:

 

All well and good for that to be the intent.  But the histories of various other MMOs have demonstrated that if it's possible to toggle PvP on/off, there is ALWAYS a way to force-flag someone so you can grief them.  ALWAYS.  The patch notes of those games are littered with instances of closing yet another PvP-grief loophole, only to have still more crop up down the line.

Well, that's an interesting anecdote but, even if you can provide links to a score of games that have had this difficulty, that doesn't mean that CoH would be inevitably doomed to the same outcome.

 

I'm fine with an opt-in/opt-out PVP aspect to the game if the devs decide they want to pursue that aspect of play.  Like Nayreia, as an RP'er, I can think of many RP situations that would be enhanced by optional pvp.

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1 hour ago, Black Zot said:

 

All well and good for that to be the intent.  But the histories of various other MMOs have demonstrated that if it's possible to toggle PvP on/off, there is ALWAYS a way to force-flag someone so you can grief them.  ALWAYS.  The patch notes of those games are littered with instances of closing yet another PvP-grief loophole, only to have still more crop up down the line.

That's a fair thought to have.

 

Expanding the PvP system to SG bases as an optional tool would likely see it function with nearly identical nuance to how the system operates right now in the PvP zones.


In the context of City of Heroes as it functions today, are there regular occurrences in which non-consensual PvP griefing happens that substantiates these concerns? (Going into a PvP zone and leaving the safe area is consenting to PvP. Being attacked while trying to get badges, Shivans, or Warburg nukes does not constitute griefing.)

Love this game and its community? Want to give back? Volunteer as a Game Master! Help make Homecoming the best it can be!

Arachnos Aficionado: Red side, best side!


Author & Artist: http://fragmentaryveritas.com 405700799_websiteicon2.png.ec46751083f62d80ae1758e5355ff67c.png(on hiatus currently)

 

 

 

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I'm not against PvP, but I do want to control when and where I'm involved in it. It's a powerful tool for story telling. Unfortunately, it also a tool for grief, and I approve of tight measures used to ensure it's not possible, or at least really difficult, to use it that way. With those in place, I know our roleplay community will use PvP to great positive effect,

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  • 2 weeks later

So, I was thinking about PvP for Roleplaying purposes, today.  What if there was an optional non-lethal pvp mode you could switch on.  In this mode, you can attack and injure other players who also have the mode turned on, but you don't gain or lose experience or influence while in the mode.  Possible uses:  Danger room training in a base.  Simulated battles between groups of heroes and villains in the streets, GM's Rp'ing Arch villains when groups run roleplaying events/adventures.

 

I do get concerns about griefing, but this solution would provide a buffer against that by eliminating experience/influence loss concerns and requiring both attacker and defender to be flagged into the mode before one can even be attacked.

 

Basically, just a slight variation of what @Nayreia had suggested.

 

Of course, I'm not sure how complex (or even possible) it would be to code something like this.

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  • 2 weeks later

For the Coyote and Panther travel powers, I'd like to see some limited coloration options. Such as color and pattern of coat. I'd like to be able to recolor the panther as a jaguar or leopard, for example.

 

I'd also like to see an emote pop-up tray for these two (or equivalent slash commands) To stand then up, sit them on their haunches, or lay them down, persistently. I believe these three states are already in their current idle animations series, so hopefully that helps.

 

And what I'd really love is for toggling walk mode while in these powers to leave their shape changes, and have them walk instead of run. That might be a bit harder, but it would be very cool.

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  • 4 months later
On 3/9/2020 at 4:36 PM, Andreah said:

I brought this up in /help yesterday, so I suppose I should flesh it out a little. I doubt it's possible, but who knows! Maybe some dev will latch onto it and make it a pet project for the long term.

 

So, it would go like this. When you start a bank mission, you would be able to choose whether it's open to PvP, or not -- need to preserve the current way, since most people would probably prefer that.

 

Other people would be able to enter a waiting queue for bank adversaries, either as heroes to stop them, or as villains to get in on the mayhem. This would be through the LFG queuing system.

 

I was thinking of something similar to help revitalize PVP among players. Have a queue in LFG for opposing teams. Bank robberies, capture/free hostage tasks where two teams could have opposing objectives. It would have interest from RPrs and from PVPrs. It would have some of the objective based qualities of the PVP zones but in arena like match ups.

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  • 1 month later

Bring back Echo Zone beacons for bases.

 

I would have argued against their removal if I'd known it was coming, but prior to their removal, I've been in several bases that used them for concept reasons. I do not believe that their existence made it appreciably easier to get an Ouroboros portal than it is now (it's just as trivially easy to ask someone to drop one for you as it is to set up a simple base with Echo beacons in it) so removing them in the name of making the Entrusted With The Secret badge easier to get was ultimately pointless, and did nothing but break a bunch of supergroup base concepts that were using them for RP-centric purposes like memory crystals, holodecks, and magic history books.

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  • 1 month later

Any reasonable way to make Rikti invasion ships (the ones that spawn across zones and bomb all of us) "giant monsters" that attack and can be attacked? I would enjoy destroying or at least incapacitating those ships! It would require fly, but that is easy to obtain. It would be extra cool if they could -fly you and send you falling to damage and perhaps death! 

Edited by Sarn
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