purexedz Posted June 12 Posted June 12 Create a DFB-like instance for every zone and give incentives to run it (even for 50s). New MM powersets (Elementals, Plants, Celestials, Goblins) Remove Incarnates for all general content. Remove attuned enhancements. No, you shouldn't be able to have your set bonuses of everything while exemping on a level 26 radio mission. Re-work Independence Port and make it level 25-35. Either split the zone into two zones or reduce the size. It's too big and we all know it. Add some incentives to go to hazard zones like Perez Park, Terra Volta, Boomtown, etc. Make mez effects on teammates make their name/hp bar glow a certain color. Re-work Empathy to not suck Re-work Broadsword to not suck Re-work Dual Blades combo system. Re-work Controllers to allow them to hold bosses in a single application somehow. I can't get myself to even play one after playing a dom. Re-work Brutes' Fury to be more meaningful. Fury is not that good with the current Brute damage modifier being so low. Create content/incentives for 5-man teams. 8-man teams are too easy, with 5 each person's contributions matters much more which makes it more fun.
Billbailey96 Posted Friday at 02:24 PM Posted Friday at 02:24 PM 6 hours ago, ihatethewind said: Remove COV from the game Out of curiosity why?
Neiska Posted Friday at 08:28 PM Posted Friday at 08:28 PM I would actually enforce the "no adult content, politics, harassment, etc etc" of the user agreement, with paying special attention to Raid channel. 1
Sakura Tenshi Posted Saturday at 04:57 AM Posted Saturday at 04:57 AM Randomly want to add something I've had an idea for in my head for years. Not sure how well the City of Heroes engine could handle such a thing, but the gist of it is a rather sizeable overhaul of how certain instanced mission maps play out. Offices were the main idea when I thought of this but I could see it working for some other map types like Arachnos and Longbow bases: Elevators/multiple floors are at the center of this. Namely elevators can now travel between all floors on a mission map. The caveat is that once you use it to get to a floor, the elevator is locked down until you clear all enemies on the floor (or perhaps find some security override, more on that later) But if you got the wrong floor once, there'd be other forms of getting between floors depending on the size of the mission map/number of floors. These would be things like fire-stairs, maintenance shafts, air ducts ("how does your max size minotaur fit in?" You figure that out!) and so on. Each time you use one though, that method also gets locked until you do the floor clear or security override. This would also mean bosses and other key objectives wouldn't always spawn in on the top floor (afterall, if this kind of thing happens a lot, it might make sense enemies holding up will act less predictably) Real pie-in-the-sky is that for these kinds of missions, there'd be two entrance doors, one at the ground level and another through the roof. Another aspect would be maps would now include sort additional paths and even 'bonus objectives' unrelated to the mission nature. One of these default bonus objectives would be security stations on each floor where you would be able to do things like shut down automated defenses, open up shutters/unlock doors/deactivate forcefields, maybe even get a helpful guide to your actual objectives. (like a chat message revealing the floor(s) they're on), and as mentioned, override lockdowns. (figure you can only have these Security stations do one action per-stationn/floor) Hallways might be blocked off by security shutters, forcefields, locking doors, and even makeshift barricades. Some of these you can slug it out and just smash through with your powers. Sometimes these barriers might not spawn in until you've completed a certain objective (like if you're kidnapping/rescuing a hostage), As mentioned above, turrets would be more common. Basic automated security systems to provide protection for a facility that you can shut down or claim them for yourself (not sure when or where that'd be appropriate) Lastly, for heroes these bonus objectives can be rescuing civilians not held hostage, but still trapped in a dangerous place or for villains, looting safes and other caches for a bit of personally appointed bonus pay. 2
OverkillEngine Posted Saturday at 12:36 PM Posted Saturday at 12:36 PM (edited) * Remove the level caps from contacts so that you cannot outlevel an arc nor need to piddlefart with Ouroboros pillar which is a PITA and heavily flawed workaround for that issue. * Alternately, you never out-level contacts but they sidekick you and your team down to the max level of their mission level cap instead. * Missions that require an alignment to join give you a popup to change alignments on the spot in order to join. (Basically just let us team with our friends and do whatever content we want without having to jump through a bunch of utterly silly and unnecessarily time-wasting hoops) * Escort NPC's ignore player stealth once activated, and will attempt to navigate to a checkpoint nearest to the mission holding player's current position if they somehow still manage to lose track of the player. Alternately escort missions grant a no LOS required temp teleport power that yanks the escort NPC to the user's location once they have been activated. * Give all characters a -KB mag inherent toggle power that they can switch on/off at will. * Give all characters a movespeed capping toggle. * De-cancer the older maps like the purple caves, council bases, and orangebagel by using larger rooms with shorter and wider connecting halls. Doorways remain the same size to function as chokepoints. Any room with three or more stacked levels is depreciated in favor of using more rooms connected in serial. This has not been a subscription based game in well over a decade now so there is no longer a need for blatant timewaster design. Nostalgia does not suffice as an excuse for this either. * More interactives/optional objects in missions to help relieve samey-ness of some maps. Things like being able to directly sabotage alarms systems to delay/prevent reinforcement waves, or halting a dedicated runner mob that will trip an alarm or call more reinforcements if not stopped. * rework Kheldians - Every form can use every power but there are no longer duplicated powers, and the forms are essentially a toggled buff modifier that can be enhanced by slotting that form. Add the option for a no transformation FX to each form. This would make triform, dual form, and monoform khelds mechanically equal, and differentiated mainly by power picks, slotting, and of course the player. * Adjust IO sets to only provide one kind of set bonus per set, but it scales more with that set to reward sticking with a particular set. Add additional IO's to each set to allow better slotting of base power modifiers. * Adjust IO procs to have a static set internal cooldown per proc slotted, an effect that is not altered by the power it is slotted in, nor by any effect or modifier, and a trigger condition(s) other than just "usage of the power it is slotted in" alone. This limits proc bombing without having to rework AT's and powersets in ways that are disproportionately detrimental to non IO'd out builds, and adds design space for more powerful or varied effects. For example, a mitigation type proc that triggers when the player is running a toggled power and is hit by an enemy, and the cooldown is based on the power of the proc effect and/or how limited the proc condition is, and is plainly stated in laymen's terms in the proc description. Some procs could even accumulate stacks via time or other trigger conditions that get depleted as the proc activation triggers to set limiters on them while allowing usage of them for burst applications. Hell, this way you could have procs that when in an active power, autoconsumes inspirations from your tray every XX seconds to bank charges that are automatically used to grant a related buff every XX seconds while that power is active Edited Monday at 02:56 AM by OverkillEngine 1 1
kanga Posted Saturday at 03:54 PM Posted Saturday at 03:54 PM Client side high res texture pack and enhancement. Move CoH into next gen visually while keeping the same great playability 1
Solarverse Posted Sunday at 04:06 AM Posted Sunday at 04:06 AM (edited) I would make the Hazard zones actually hazardous. I would first make them scale to level, they would always con much higher level, as in minions being orange named on some mobs, red on others and even purple on others. Their hit points would be Quadrupled, that means Minions, Lieutenants, Bosses, Elite Bosses, AV's and World Bosses. I would increase the number of NPC's in any given mob and increase the range of aggro detection. The missions inside the Hollows and other Hazard zones would be the same way. I would make completing certain challenges in them rewarding enough to entice even the most casual players to take a stab at it. I would leave the nonhazard zones as they are, but I would make sure that the hazard zones were actually hazardous. Mobs would be far more aggressive, spawn at random and add a new world boss or two in each one. Then I would contact @Solarverse and tell him that there is a new addition to the game that might peak his interest. Secondly, I would contact @Nope and ask him for his input on how to properly change Force Field powers, and offer other players to vote on his suggestions. If the suggestions he gives garner primarily positive replies, I would implement his ideas...and let me tell you why; because if you are going to be brave enough to enter MY Hollows...you are going to need his damn bubbles whether you want them or not. Mr. Nope (AKA Philotic Knight) will probably scream and hit me for bringing his name in to this...but...too bad. He was the person in this game who has shown to be the absolute most experienced Bubbles player this game has seen, he understands the powerset beyond any capacity I could ever achieve. Simply put, he was on a different level with that powerset. Who I ask would be a better candidate to work with as a Dev than PK? Much love, my man...even if you are grumpy. 😉 Then, I would make Healers actually relevant in the leveling process again and not just professional door sitters at A/E buildings. Healers would have a new home in my Hazard zones, Healers would get any buffs they might be lacking to make them far beyond desirable and needed and be set loose upon the new and far improved Hazard Zones...because good f'ing luck surviving in those zones without one. I would leave the rest of the zones alone, but the Hazard Zones, Bubbles and Healers would be the focal point of my improvement mission as a Dev member. Edit: Misspelled a word and added a bit more clarity. Edited Sunday at 03:32 PM by Solarverse SFX and Music Mods by Solarverse (Consolidated) WP/EM God Mode Tank Guide and Build Help Support the Return of Missing Code for Sound Files!
SSR Posted Monday at 11:31 PM Author Posted Monday at 11:31 PM So many good ideas have been made on here... I love it lol. Keep'em coming!!!! I hope they get noticed 😛
Arnabas Posted yesterday at 02:11 PM Posted yesterday at 02:11 PM Assuming the ability and the budget to do so, I would still love to have an Archnemesis system. I would love for there to be a story arc (or even one in every level range) that featured a recurring villain. We could create our own ideal villains to challenge our heroes and vice versa. I would like to have unusual missions that involve creative uses of powers, such as flight to rescue that cat from a tree, or super strength to lift a bus with people trapped under it. I would also put the banking animations for flight back into the game. I'm not sure why they were removed in the first place.
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