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What fundamental structures, assumptions, etc should be reconsidered for CoX?


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This might be a minor thing but I wish I could see the name of the account owner more easily in chats. I feel like I must constantly team with the same small subgroup of people but I have no idea who they are, nor do they realize they are teamed with me over and over.

Edited by oedipus_tex
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That's what /getglobalname and /playernote commands are for, @oedipus_tex.

I mean, the UX for them could definitely be better, if that's what your complaint is, but if you didn't know about these features, then I hope they meet your needs!

 

My challenge is figuring out which accounts are people's alt accounts.   I've kept all of mine the same, with different prefixes  . . . but I know a couple of players who have 4+ accounts, each with totally different names.  THAT does my head in.

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3 minutes ago, TemporalVileTerror said:

That's what /getglobalname and /playernote commands are for, @oedipus_tex.

I mean, the UX for them could definitely be better, if that's what your complaint is, but if you didn't know about these features, then I hope they meet your needs!

 

 

It's not really a complaint. I just wish I could turn on the ability to see it in chat. Looking people up isn't something I do.

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2 hours ago, oedipus_tex said:

It's not really a complaint. I just wish I could turn on the ability to see it in chat. Looking people up isn't something I do.

 

Agreed.  I have no idea if I run into the same player again.  Looking up everyone I play with is not feasible.  If I saw the player name I might recognize them.

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I would like to make all power pools standardized as:

 

T1a: Requires level 4, no pool investment

T1b: Requires level 4, no pool investment

T1c: Requires level 4, no pool investment

T2: Requires level 14, 1 pool power investment

T3: Requires level 20, 2 pool powers investment

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Archetype Concept Compilation -- Powerset Concept Compilations: Assault Melee

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The Great Archetype Concept Battle: Final Round

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Archetype Proposal Amalgamation

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I'm a big fan of City of Heroes. So I wouldn't want anything reimagined in 2021.

 

But, looking back. I wish Arachnos/The Rogue Isles hadn't been styled after Korean Anime/Videogames. It would have been much better to have Arachnos and their leaders actually look like Western supervillains (Spandex, etc). That's one thing COH always had a shortage of.

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Counterpoint:   The lack of spandex-clad villains speaks to the tone and is very consistent with the actual aesthetic genre which defines City of Heroes, and is a very strong selling point!  If one feels the gameplay is fine as-is, it could be reasonable to accept that the aesthetic is fine as-is as well.

Point of view and opinions and all that, of course.  Not trying to gatekeep, but rather illustrate that City of Heroes has -always- been "not just a 'golden age' spandex simulator."  It is so much more.

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3 hours ago, TemporalVileTerror said:

Counterpoint:   The lack of spandex-clad villains speaks to the tone and is very consistent with the actual aesthetic genre which defines City of Heroes, and is a very strong selling point!  If one feels the gameplay is fine as-is, it could be reasonable to accept that the aesthetic is fine as-is as well.

Point of view and opinions and all that, of course.  Not trying to gatekeep, but rather illustrate that City of Heroes has -always- been "not just a 'golden age' spandex simulator."  It is so much more.

City of Heroes doesn't look like a korean anime/videogame. So I'm not sure why you think that aesthetic fits the tone of it.

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4 hours ago, America's Angel said:

I wish Arachnos/The Rogue Isles hadn't been styled after Korean Anime/Videogames

Don't see that at all.

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Yeah, was just about to say that too.  Thanks, @Darmian.

 

I'm saying Arachnos fits City of Heroes aesthetic.  

But even -if- there was any kind of "Korean anime" inspiration behind Arachnos, then I'd stress that it's -still- the City of Heroes aesthetic.  The concept art is signed and dated, and goes all the way back to the same year as City of Heroes Beta.  The vision of City of Villains was already largely set in motion before City of Heroes even had its official release.  The team just expanded to pick up Zeb Cook and crew to get the thing put together and delivered on time.  (At least as far as I remember.  Will admit that 15+ years can play tricks on the old memory.)

And -really- . . . if you want to complain about art which is clearly inspired by influences outside of the integral aesthetics of the game itself, then look to the Top Cow run of the City of Heroes official comic books.  Oof.

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On 4/2/2021 at 2:30 PM, Coyote said:

re-work mezzing so that it puts out debuffing while it's being stacked, but give PCs higher mag of mez protection as a base so that they actually get mezzed less. Or give them higher base mez Resistance so that they get mezzed for shorter durations.

I've wondered how a system like this would work but it would be interesting. I'm sure there are gaps in mechanics to support it.

  • -ToHit causes "Blind" loss of range and perception?
  • Slow (-Speed) causes Immob
  • -End causes Stun

 

 


 


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