Announcements

Join the ongoing conversation on Discord: https://discord.gg/w6Tpkp2

Please read the current update for instructions on downloading the latest update. Players with Mac versions of the game will not be affected, but you will have a slightly longer wait for your version of the new maps. Please make a copy of your character folder before running the new update, just to make sure you don't lose any of your custom work.

It looks like we can give everyone a list of minimum specs for running City of Titans. Please keep in mind that this is 'for now' until we are able to add more graphics and other system refinements. Currently you will need :
Windows 10 or later required; no Intel integrated graphics like UHD, must have AMD or NVIDIA card or discrete chipset with 4Gb or more of VRAM
At least 16GB of main DRAM.
These stats may change as we continue to test.

To purchase your copy of the City of Titans Launcher, visit our store at https://store.missingworldsmedia.com/ A purchase of $50 or more will give you a link to download the Launcher for Windows or Mac based machines.

What was bad about COX and how can it be made better?

139 posts / 0 new
Last post
JayBezz
JayBezz's picture
Offline
Last seen: 4 years 9 months ago
kickstarter11th Anniversary Badge
Joined: 10/08/2013 - 14:54
Redlynne wrote:
Redlynne wrote:

Major failing of City of Heroes that should not be replicated (in its entirety) in City of Titans? THE MEZ SYSTEM

I loved so much about this post. Thank you.

While I have no objection to some binary combat systems (Stealth as example) I much prefer a system that takes quality of cast into effect just as damage powers do with damage points.

Games everywhere are just starting to incorporate Mez powered Archetypes and learning alot about what players find useful. Many are finding hat Crowd Control should be a Qualitative measure (on a points system), OR the powers must be unable to be modified and restricted to PvE. Needless to say if It's not qualitative there's usually no class for it.

Since City of Titans WILL have a controller class , I sincerely expect them not to have a binary system.

Crowd Control Enthusiast

Redlynne
Redlynne's picture
Online
Last seen: 12 min 17 sec ago
kickstarter11th Anniversary Badge
Joined: 10/28/2013 - 21:15
JayBezz wrote:
JayBezz wrote:

I loved so much about this post. Thank you.

Well, uh ... {shuffles feet nervously} ... I kinda sorta have been meaning to post this for a couple days now, for people like you (and me) ...

JayBezz wrote:

While I have no objection to some binary combat systems (Stealth as example) I much prefer a system that takes quality of cast into effect just as damage powers do with damage points.
Games everywhere are just starting to incorporate Mez powered Archetypes and learning alot about what players find useful. Many are finding hat Crowd Control should be a Qualitative measure (on a points system), OR the powers must be unable to be modified and restricted to PvE. Needless to say if It's not qualitative there's usually no class for it.
Since City of Titans WILL have a controller class , I sincerely expect them not to have a binary system.

Actually, the real problem with Mez Powers in PvP is that they [i]take control of your character AWAY FROM YOU[/i] and [b]THAT[/b] is what PvP people simply cannot tolerate. It's being reduced from Participant to Spectator, unable to respond, left screaming impotently at the screen and banging on the keyboard because you have NO OPTIONS to affect the outcome of what's happening that Mez is so "unwelcome" in PvP. This problem is (of course) compounded in PvP when you've got as "boolean" a Mez System as CoH had, where there was no transition space between Not Mezzed and You're Mezzed ... and where being Mezzed was pretty much an IWIN! button that decided the outcome. It was just too binary.

The flipside of this, of course, is that people *LOVE* having Mez (on their side!) in PvE, but still object to having it used ON THEM in PvE, because ... again ... it transforms you from being a Participant into being a Spectator ... with no "middle ground" for (mere) Impairment rather than outright Shutdown. CoH only poorly implemented a "fight [i]through[/i] Mez" system for Blasters, where they would be able to use a more limited menu of attacks (their 1 and 2 Primary Powers) while maintaining their Mezzed status, but it was really just a kludge to resolve an issue that requires a more nuanced solution.

I'd like to think that I've offered City of Titans some foundational work on how to move AWAY from that fundamental flaw ...

[center][img=44x100]https://i.imgur.com/sMUQ928.gif[/img]
[i]Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.[/i][/center]

jag40
Offline
Last seen: 7 years 9 months ago
Joined: 09/17/2013 - 10:51
Redlynne wrote:
Redlynne wrote:

JayBezz wrote:
I loved so much about this post. Thank you.
Well, uh ... {shuffles feet nervously} ... I kinda sorta have been meaning to post this for a couple days now, for people like you (and me) ...
JayBezz wrote:
While I have no objection to some binary combat systems (Stealth as example) I much prefer a system that takes quality of cast into effect just as damage powers do with damage points.
Games everywhere are just starting to incorporate Mez powered Archetypes and learning alot about what players find useful. Many are finding hat Crowd Control should be a Qualitative measure (on a points system), OR the powers must be unable to be modified and restricted to PvE. Needless to say if It's not qualitative there's usually no class for it.
Since City of Titans WILL have a controller class , I sincerely expect them not to have a binary system.

Actually, the real problem with Mez Powers in PvP is that they take control of your character AWAY FROM YOU and THAT is what PvP people simply cannot tolerate. It's being reduced from Participant to Spectator, unable to respond, left screaming impotently at the screen and banging on the keyboard because you have NO OPTIONS to affect the outcome of what's happening that Mez is so "unwelcome" in PvP. This problem is (of course) compounded in PvP when you've got as "boolean" a Mez System as CoH had, where there was no transition space between Not Mezzed and You're Mezzed ... and where being Mezzed was pretty much an IWIN! button that decided the outcome. It was just too binary.
The flipside of this, of course, is that people *LOVE* having Mez (on their side!) in PvE, but still object to having it used ON THEM in PvE, because ... again ... it transforms you from being a Participant into being a Spectator ... with no "middle ground" for (mere) Impairment rather than outright Shutdown. CoH only poorly implemented a "fight through Mez" system for Blasters, where they would be able to use a more limited menu of attacks (their 1 and 2 Primary Powers) while maintaining their Mezzed status, but it was really just a kludge to resolve an issue that requires a more nuanced solution.
I'd like to think that I've offered City of Titans some foundational work on how to move AWAY from that fundamental flaw ...

Yep. Get mezzed in PVE, no more break frees, might as well call it day and go cook dinner. It quickly transition from playing the game to basically sitting there waiting until the mob takes it's sweet time whiddling down your health.

Gangrel
Offline
Last seen: 1 day 1 hour ago
11th Anniversary Badge
Joined: 09/15/2013 - 15:14
*looks over at Wildstar*

*looks over at Wildstar*

Quote:

1) I reject your reality.... and substitute my own
2) Not to be used when upset... will void warranty
3) Stoke me a clipper i will be back for dinner
4) I have seen more intelligence from an NPC AI in TR beta, than from most MMO players.

Catherine America
Catherine America's picture
Offline
Last seen: 4 months 3 weeks ago
kickstarter11th Anniversary Badge
Joined: 10/16/2013 - 15:24
Redlynne wrote:
Redlynne wrote:

Major failing of City of Heroes that should not be replicated (in its entirety) in City of Titans? THE MEZ SYSTEM
So the Mez Types of CoH to replicate are ... Confuse, Fear, Hold, Immobilize, Knockback, Sleep, and Stun. We already "know" how these status effects ought to behave when a character totally succumbs to them, but what should they be like when they merely IMPAIR a character because these status effects aren't strong enough (yet) to completely shut a character down? Well ...

Great stuff!

Maybe consider wrapping each of the new effects on both sides of the flag, however.

IOW, for sleep...the -recharge should effect me as I get closer to Sleep=true, but it should also effect me once Sleep flips back to false.

WRT to immersion, my toon should feel groggy as she gets sleepy AND as she's waking up b/c these strong mez effects shouldn't wear off instantly, right? Now maybe it wouldn't be for 6 secs just before "sleep=true" AND 6 secs after "sleep=false", but rather 6 secs before and 3 secs (a simple 50% reduction).

[img]https://i.imgur.com/26pBVBG.png[/img]

([i]Currently developing the Sapphire 7 Initiative[/i])

JayBezz
JayBezz's picture
Offline
Last seen: 4 years 9 months ago
kickstarter11th Anniversary Badge
Joined: 10/08/2013 - 14:54
I say now what I've said

I say now what I've said forever for PvP concerning mez.

If you hate being mezzed in PvP then make sure your character has Mez Resistance.
If you hate taking damage in PvP then make sure your character has damage resistance.
If you hate being debuffed in PvP then make sure your character has debuff resistance.
If you hate being knocked in PvP then make sure your character has knock resistance.

Nothing comes for free and in any combat system, people SHOULD make choices.

Crowd Control Enthusiast

Cinnder
Cinnder's picture
Offline
Last seen: 2 years 1 month ago
Gunterkickstarter11th Anniversary Badge
Joined: 08/26/2013 - 16:24
Sailboat wrote:
Sailboat wrote:

But for the love of GOD let's not have the bizarre "builder/consumer" mechanic in a superhero game. One of the best things about COH combat was the ability to activate your powers in any order (except for a few later sets that veered dangerously toward builder/consumer, but were novelties).

This. It's one of the things I liked least about CO, and something that would change the feel of combat enough to divert this project from its original goal.

Spurn all ye kindle.

Redlynne
Redlynne's picture
Online
Last seen: 12 min 17 sec ago
kickstarter11th Anniversary Badge
Joined: 10/28/2013 - 21:15
Cinnder wrote:
Cinnder wrote:

Sailboat wrote:
But for the love of GOD let's not have the bizarre "builder/consumer" mechanic in a superhero game. One of the best things about COH combat was the ability to activate your powers in any order (except for a few later sets that veered dangerously toward builder/consumer, but were novelties).

This. It's one of the things I liked least about CO, and something that would change the feel of combat enough to divert this project from its original goal.

Let me take a slightly more nuanced view of this.

In TERA, where I've played all eight of the character classes (which surprisingly all play "differently enough" that even when doing the same content on a different character, they all PLAY differently to accomplish the same ends) ... [b]*SOME*[/b] of the character classes ran on a "builder" type system akin to Champions Online, while the majority of them ran on more of a "burn down" type system akin to what City of Heroes did with its Endurance System. The important thing about this is that it means that [i]not all characters PLAY the same way[/i] or have the same kinds of Incentive Structure to how they build their attack chains, or even the kinds of mentality of playstyle they favor.

In TERA, the Berzerker and the Slayer use a "builder" type of system for their abilities (called Skills) in that game. Their Blue Bar is normally at zero, but they have Skills (and Glyphs that modify those Skills) which can then add to their Blue Bar. When not in Combat, their Blue Bar decays and will eventually fall all the way back down to zero, while if they're In Combat their Blue Bar does not decay. To put this into a City of Heroes context, this kind of game mechanic favors a sort of "Brute-like" mentality where it is advantageous to Stay In Combat and never drop to an Out Of Combat mode ... meaning you're always looking around for your next target/victim in order to keep the "party" (or "fun" if you prefer) going. So there's an incentive to JUST NOT STOP and keep going and going and going ... gotta kill 'em all ... gotta kill 'em all ... [i]gotta kill 'em all[/i] ... that is just a complete and utter [b]SCRAPPERLOCK[/b] mentality to how to play those classes of characters. That's because your Skills and special attacks burn your Blue Bar down, but you need to use "basic attacks" to build it back up or use Utility Skills to give your Blue Bar a boost up. One of the more interesting mechanics that TERA puts in here is that using some of those Utility Skills then means that your Blue Bar simply doesn't decay for a span of time after clicking the Skill, giving you a way to "fight" Blue Bar decay that is under Player Control, thereby giving you a way to (in effect) control/decide how long you remain "In Combat" even when you're not fighting anything (including riding your Mount to get from place the place). With careful and attentive play, you could even manage (with effort) to travel a goodly distance and arrive with power still in your Blue Bar ... although moments of inattention would chip away at that, and if you weren't "perfect" on your refresh times you'd still (eventually) drain down to zero on your Blue Bar. The important thing though was the build and maintaining your Blue Bar was almost a meta-mini-game in and of itself.

The remaining six character classes in TERA are the more typical "burn down from full power" kind, where their Blue Bar just refills up to full and their Skills burn it down. One class, the Warrior even had more than one of these kinds of Blue Bars, so as to put Blocking on a separate resource from the one used by all other Skills. This kind of thing would be familiar to every City of Heroes Player.

So taking that even further, I can honestly envision a system where an archetype such as a Peacebringer runs on the "burn down" model ... while the Warshade counterpart uses a "build up" model for how the resource systems work for their archetypes. Likewise, I can see an argument for saying that Negative Energy powersets (such as Dark, including Warshades) would run on a "build up" model where they "draw" their power in a somewhat "vampiric" fashion from their foes, meaning that they START a combat with needing to "drain" their way towards full power ... rather than starting at full power and then being able to "burn down" from that like everyone else. Note that in a City of Heroes context, both the Berzerker and Slayer of TERA would classify as Titan Weapons powersets ... so that's something else to think about on that score.

So bottom line here is that I'd recommend that people not dismiss the "build up" system out of hand in order to mandate that the "burn down" system be the One Size Fits All Solution to every powerset and archetype. I say that because I for one would like to see BOTH systems exist in City of Titans ... and I know from having played TERA that it is perfectly possible for both types of systems to (co)exist in a game very successfully. The "problem" occurs when you set up your game for one *OR* the other exclusively.

To be fair, City of Heroes WAS "the first" on a lot of this, and they paved the way with a lot of innovations, but this is one of those cases where I'm firmly of the opinion that City of Titans can "go one better" than City of Heroes and offer more variability and different gameplay mechanics that City of Heroes never included, leading to a "richer" and more rewarding playing experience that favors a wider variety of playstyles, tactics, strategies and mentalities. Variety [b]IS[/b] the spice of life, after all ...

[center][img=44x100]https://i.imgur.com/sMUQ928.gif[/img]
[i]Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.[/i][/center]

JayBezz
JayBezz's picture
Offline
Last seen: 4 years 9 months ago
kickstarter11th Anniversary Badge
Joined: 10/08/2013 - 14:54
Cinnder wrote:
Cinnder wrote:

Sailboat wrote:
But for the love of GOD let's not have the bizarre "builder/consumer" mechanic in a superhero game. One of the best things about COH combat was the ability to activate your powers in any order (except for a few later sets that veered dangerously toward builder/consumer, but were novelties).

This. It's one of the things I liked least about CO, and something that would change the feel of combat enough to divert this project from its original goal.

I agree. The main thing this did in Champions Online was make "have" (ranged energy builders) and "have not" (melee energy builders) starter powers and made the Recovery and Endurance stats irrelevant. Also players for the most part NEVER wanted to use them!

My ideal system is stat based where recharge speed was based on Recovery and Amount of energy was based on endurance. Big powers should cost big endurance and the ability to spam them would be controlled by both the endurance bar AND cooldowns.

Also I want to firmly put my support behind "Charged" and "Maintained" attacks instead of just click to activate powers. They make the DPS table much more interactive to me (and prevent alot of player botting). I heard in another thread the while charging or maintaining an attack the movement of a character is halved while charging (In Tera).. I really love this idea much more than rooting a character and gives movement speed (and thus crowd control) a purpose against enemies.

The issue of lag and client/server relations does not feel too authentic. If anything I think the reason to keep the click only model is to make this game play exactly like City of Heroes. While I do think this is a "worthy" goal I do not think it's what's best for the game (judged independently from it's successor).

Crowd Control Enthusiast

kdx7214
Offline
Last seen: 4 years 6 months ago
kickstarter
Joined: 11/03/2013 - 20:08
I'll pitch in my 2 cents

I'll pitch in my 2 cents worth here. My wife and I played CoH for 7 years and while we miss it terribly, there were some annoyances.

1. The wedding cake room. 'nuff said.

2. The wedding cake room. Oh wait.

3. Having to choose a server to play on. Wouldn't it make more sense to have all characters be able to play on any server as you wish? Basically, you build characters and then afterwards choose a server to play on (for that session only). This would mean SG bases, friends lists, and so on would have to be global across servers. The advantage being the following scenario. "Me: Oh look, Virtue is full again, why don't we play on Champion, it's always empty. Wife: Cool" At times I want to be on a team of 8 (or more) people, but sometimes I just wanted to bebop around the Hollows by myself.

4. Lack of variability in most of the attacks. It was nice to see (near the end) that we finally got a variety of animations for our character's powers, but wouldn't it be nice if those same powers could interact, at least minimally, with the environment. I would love to see a fire/fire blaster throw a fireball at an enemy, miss, and bring the wall behind him down instead (or maybe on top of the bad guy). I realized this could cause environmental issues, but would still be nice.

5. Pizza runs. Hate those stupid things. Especially cross zone pizza runs.

6. Make sg bases useful. Aside from the sg base editor being terrible, my main gripe was that the base was effectively useless. You could store a couple of things, you could craft things, but otherwise it served no purpose. Oh wait, you could put something akin to a pillar of ice and fire in there, but that was the only purpose it served. Also, every single thing you did with bases was ridiculously expensive. Then there's base raids, but we won't even go there for now.

7. CoH lacked the ability to murder/death/kill that crazy cop in the Hollows who, no matter what, insisted that I go see him immediately. Drove me nuts. I usually did street sweeping until level 10 because the lowbie missions were so bleh.

8. I will echo the sentiments of someone else in this thread with regard to zones. I would like to see more variety of zones, and NOT requiring you do some nonsense TF to get to them and hunt there. I really was fond of the Shadow Shard where the flying eyeballs were, but unless you were on a TF there was literally no point in going. Travel was a PITA there though.

9. No travel powers at first level. My hero didn't feel very heroic having to take the bloody subway.

10. Player housing. CoH never did get around to that. If I'm so super, why can't I have an apartment or something? I guess all heroes are homeless.

11. Having hero only and villain only zones made no sense. That would be like saying "Chicago is only for crooks and San Francisco only for heroes". It doesn't work that way. I'm not fond of the "half-zone for heroes, half-zone for villains" thing either, but at least that's somewhat better. Maybe have heroes/villains be able to freely travel to any zone.

I'm sure I'll come up with more as time progresses but that's all I can think of for now :)

Desperado
Desperado's picture
Offline
Last seen: 10 years 4 months ago
Joined: 10/09/2013 - 17:35
Essentially, the one thing

Essentially, the one thing that really made me stop playing City of Heroes was the lack of a physics engine. There was no dodge gameplay. I understand that generally this community is against twitch gameplay, but it's the only combat that entertains me in MMOs anymore.

captkurt
Offline
Last seen: 5 years 9 months ago
kickstarter
Joined: 10/20/2013 - 22:42
Something that has always

Something that has always bugged me, is the content on rails situation. In the end CoX felt very open with many paths the end game, and not having to follow the same path every time. A few points aside where you had to be introduced to contacts.

Morgahn
Morgahn's picture
Offline
Last seen: 5 months 1 week ago
kickstarter
Joined: 11/04/2013 - 20:38
I think one of the things

I think one of the things which was truly 'bad' about CoX was how, somewhere along the way, 'average' was acceptable in a powerset combination. My case in point was always the human-form peacebringer. (PLEASE let's not turn this into a debate on whether your version rocked or sucked. This is meant as an example.) If you didn't take the alternate forms, the powers you were left with were 'meh.' they weren't exceptional at any one thing, but they had a variety of things that they could do, all subpar to a similar power from other classes. Their blasts did less damage than a blaster, the heal they got was meh, their resistances were okay, and like anyone that wasn't a tank or scrapper, they had no resistance to status effects.

The problem with 'average' is that you don't bring anything to the table that's unique. Radiation Emission did a lot of things, too, not one of them exceptional compared to other powersets that did the same thing as a whole, but, it could shine when paired with other sets that made use of it. the HFPB were stuck with one primary/secondary combo, and never received an option for an Ancillary to help it out. Almost its entire existence, they were the red-headed stepchild because they didn't bring anything another character could.

Using that as an example, I'd say it would be well worth considering that, however this becomes built, the powersets/Archetypes each have something they can bring to the table others don't, whether it be versatility, specialization into a form of buff/debuff, or control. But by no means should any powerset/Archetype be made "average'. If you create a powerset that 'needs' focused slotting, or special Sets to make it viable, and give nothing in return, scrap it and make something else.

Please don't ask me to stop acting like this. I'm not acting. I really AM like this.

Abnormal Joe
Abnormal Joe's picture
Offline
Last seen: 9 years 11 months ago
Joined: 10/25/2013 - 22:34
One thing to be avoided at

One thing to be avoided at all costs.

Minimum team size REQUIREMENT.

Suggest a team size-fine
Make it a pita for small tea/solo-also fine
Lock a dedicated spec built duo/trio out of TFs unless they recruit fillers-A pox take thee sire.

Needing a fourth to click a simul glowy when we only needed three to take out a +3 Ruladaak the Mad nearly drove me mad.

Repeat Offender
Tank Addict
Homeless.

Lin Chiao Feng
Lin Chiao Feng's picture
Offline
Last seen: 2 weeks 4 days ago
Developerkickstarter11th Anniversary Badge
Joined: 11/02/2013 - 09:27
Abnormal Joe wrote:
Abnormal Joe wrote:

Needing a fourth to click a simul glowy when we only needed three to take out a +3 Ruladaak the Mad nearly drove me mad.

Cavern of Transcendence (8 clickies simultaneously, surrounding a mob-filled death pit) must have done a number on you, too...

[i]Has anyone seen my mind? It was right here...[/i]

Abnormal Joe
Abnormal Joe's picture
Offline
Last seen: 9 years 11 months ago
Joined: 10/25/2013 - 22:34
To put it mildly.

To put it mildly.

Repeat Offender
Tank Addict
Homeless.

Bellerophon
Bellerophon's picture
Offline
Last seen: 5 months 1 week ago
kickstarter11th Anniversary Badge
Joined: 10/02/2013 - 08:33
Abnormal Joe wrote:
Abnormal Joe wrote:

One thing to be avoided at all costs.
Minimum team size REQUIREMENT.
Suggest a team size-fine
Make it a pita for small tea/solo-also fine
Lock a dedicated spec built duo/trio out of TFs unless they recruit fillers-A pox take thee sire.
Needing a fourth to click a simul glowy when we only needed three to take out a +3 Ruladaak the Mad nearly drove me mad.

I can't possibly support this statement strongly enough.

And yes, Cavern of Transcendence was quite infuriating for just that reason.

kingofsnake
Offline
Last seen: 10 years 5 months ago
Joined: 11/06/2013 - 09:48
The fact that, no matter how

The fact that, no matter how my blaster slotted her highest range weapon, every minion could still hit her with anything drove me absolutely bananas. I understand not wanting people to sit a mile up in the air and just pick of suckers, but completely nullifying the benefit of long-range weapons is not an acceptable answer.

Izzy
Izzy's picture
Offline
Last seen: 6 years 6 months ago
kickstarter11th Anniversary Badge
Joined: 10/09/2013 - 11:09
On mouse Over over a possible

When we Mouse Over a possible Target, I wonder if we could have a shader apply a red border overlay of this kind...
ex:
[img]http://docs.daz3d.com/lib/exe/fetch.php/artzone/pub/tutorials/dazstudio/toon/color_02.jpg[/img]

and maybe if Target was selected, an actual red'ish glow around the character?
ex:
[img]http://i.imgur.com/WVE3f.jpg[/img]
but the outline might be a little fuzzier like this...
ex:
[img]http://www.xara.com/news/december07/img/t01.png[/img]

srmalloy
srmalloy's picture
Offline
Last seen: 5 months 1 week ago
kickstarter
Joined: 09/04/2013 - 10:41
kingofsnake wrote:
kingofsnake wrote:

The fact that, no matter how my blaster slotted her highest range weapon, every minion could still hit her with anything drove me absolutely bananas. I understand not wanting people to sit a mile up in the air and just pick of suckers, but completely nullifying the benefit of long-range weapons is not an acceptable answer.

The Energy Melee secondary would addres that for almost all mobs; my AR/EM Blaster could hover out of return fire with Boost Range active and be far enough away that she would normally have to hit a target with Snipe [b]twice[/b] before it recognized that it was being attacked and tried to run. Unfortunately, this fell down -- and most incongruously -- with the Malta Gunslingers, who were able to match a Range Boosted Snipe that had both extra range from the power slotting and in global bonuses... with their [b]pistols[/b].

Admittedly, playing Snipe Warrior was both boring and tedious, since it would take two shots to drop a minion, and more for a lieutenant or boss, and I'd have to sideslip after the running mob to stay within range before taking my next shot again and again to defeat them; it was more efficient to dash up near a spawn of minions in Stealth, hit Boost Range, Build Up, then Full Auto, and then use Flamethrower to clean up any leftovers. Boost Range gave her a snipe-ranged cone; I would expect to take about half her HP from return fire while wasting the entire spawn, then she'd take a knee to recover and move to the next spawn.

But I [i]never[/i] got used to the Malta being able to hit her at extreme range with pistols.

jag40
Offline
Last seen: 7 years 9 months ago
Joined: 09/17/2013 - 10:51
srmalloy wrote:
srmalloy wrote:

kingofsnake wrote:
The fact that, no matter how my blaster slotted her highest range weapon, every minion could still hit her with anything drove me absolutely bananas. I understand not wanting people to sit a mile up in the air and just pick of suckers, but completely nullifying the benefit of long-range weapons is not an acceptable answer.
The Energy Melee secondary would addres that for almost all mobs; my AR/EM Blaster could hover out of return fire with Boost Range active and be far enough away that she would normally have to hit a target with Snipe twice before it recognized that it was being attacked and tried to run. Unfortunately, this fell down -- and most incongruously -- with the Malta Gunslingers, who were able to match a Range Boosted Snipe that had both extra range from the power slotting and in global bonuses... with their pistols.
Admittedly, playing Snipe Warrior was both boring and tedious, since it would take two shots to drop a minion, and more for a lieutenant or boss, and I'd have to sideslip after the running mob to stay within range before taking my next shot again and again to defeat them; it was more efficient to dash up near a spawn of minions in Stealth, hit Boost Range, Build Up, then Full Auto, and then use Flamethrower to clean up any leftovers. Boost Range gave her a snipe-ranged cone; I would expect to take about half her HP from return fire while wasting the entire spawn, then she'd take a knee to recover and move to the next spawn.
But I never got used to the Malta being able to hit her at extreme range with pistols.

Well Elmer Keith was known to use his 6 1/2 inch barrel S&W model 29 revolver to kill game at 600 yards away (M16 rifle territory for target) and that may not even be the world record. And this was in the 70s.
Malta with all the technology and special gear, it's not too far fetched for them to have that sort of range with pistols.
The average person familiar with handguns can easily hit 25 50 75 yard target with a 9mm berretta. Decent skilled people can hit 100 and 150 yrd targets open sights. Guns with scopes and better suited ammo, hit even further no problems.

Although I think in reality, the sniper rifle should have had longer range in that game.

Redlynne
Redlynne's picture
Online
Last seen: 12 min 17 sec ago
kickstarter11th Anniversary Badge
Joined: 10/28/2013 - 21:15
srmalloy wrote:
srmalloy wrote:

But I never got used to the Malta being able to hit her at extreme range with pistols.

I'm not saying it was superpowers ... <.< ... >.> ... [b]but it was superpowers.[/b]

[center][img=44x100]https://i.imgur.com/sMUQ928.gif[/img]
[i]Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.[/i][/center]

summer-heat
summer-heat's picture
Offline
Last seen: 4 years 6 months ago
kickstarter11th Anniversary Badge
Joined: 10/30/2013 - 12:48
Aside from the many things

Aside from the many things already mentioned - layer cake, mez/control of Av/Heroes/Monsters - my absolute biggest complaint was the blaster's original defiance.

Who the frack thinks its a good idea to tie inverse health to increased damage!?
Vigilance. I played plenty of defenders and found vigilance to make such little difference it's only marginally better than defiance because it doesn't encourage poor playing.
Flight hit speed cap much lower than any other power to be enhanced. At least SA/SJ could take a slot or 2 before they capped.
They never halved the movement speed buff from speed boost to make it friendlier to the layer cake
Snipes were glorified long-range fight starters. Sure I could down one guy but how do the rest know where I am!
How ED was implemented
How the aggro aoe caps were implemented

[i]“The story so far: In the beginning the Universe was created. This has made a lot of people very angry and been widely regarded as a bad move.” -Douglas Adams[/i]

jag40
Offline
Last seen: 7 years 9 months ago
Joined: 09/17/2013 - 10:51
summer-heat wrote:
summer-heat wrote:

Aside from the many things already mentioned - layer cake, mez/control of Av/Heroes/Monsters - my absolute biggest complaint was the blaster's original defiance.
Who the frack thinks its a good idea to tie inverse health to increased damage!?
Vigilance. I played plenty of defenders and found vigilance to make such little difference it's only marginally better than defiance because it doesn't encourage poor playing.
Flight hit speed cap much lower than any other power to be enhanced. At least SA/SJ could take a slot or 2 before they capped.
They never halved the movement speed buff from speed boost to make it friendlier to the layer cake
Snipes were glorified long-range fight starters. Sure I could down one guy but how do the rest know where I am!
How ED was implemented
How the aggro aoe caps were implemented

Indoors even with a silenced weapon, it's easy to tell where the shot came from even to the average joe.

Outdoors not sure, but most soldiers in combat can tell where a shot came from whether the gunshot was heard or not lot of the time and rarely do they stand around like nothing happened. But then again cant delve into too much real life like in video games dealing with guns because then in a gun fight, that group of 20 mobs about 50 ft a way wont be standing around while you gun down their buddy point blank range.

but with the Blaster inhere ant original, I thought the same thing when I started playing COH and first heard of it. I was like "Who nutcake idea was that?"

Aggro caps, well I guess there might have been a purpose but it looked absolutely absurd when you have have guys attacking and the other half just standing there looking stupid until one guy dies and another take it's place. Kind of remind of those 1970s kung fu flicks. They run in on the main character with 30 buddies and what do they do? They attack one at a time.

yeah ED was a mess with how it was implemented. Why was it implemented in the first place?

LaughingAlex
Offline
Last seen: 8 years 1 month ago
kickstarter11th Anniversary Badge
Joined: 10/08/2013 - 15:55
While I think many can agree

While I think many can agree the subway/public transportation trains were certainly theme breaking, I think what bothered me was how there was no tutorial emphasizing the importance of buffs, debuffs and damage mitigation. Many support class players like myself had to explain time and again to many newbies(in hopes they weren't n00bs) the importance of buffing defenses and resistance first instead of just sitting back and healing damage, alot of newbies playing defenders made that mistake, and often ended up failing to support the team for it when they rolled a "pure healer defender" who only used a very small number of powers and forgot they had a secondary.

It was even more agonizing when it was a noob playing defender or even a controller, I remember when I met a plant controller who had no control powers, not even the confuse(he/she justified that it cut into exp), had the medicine pool and the medicine pool res...on top of empathies powers. I cannot see how the world the person got to higher than level 30 without noticing teams dying much faster when defenses and resistances are low enough that healing wasn't keeping anyone alive by itself. The player exploded on me with insults calling me names when I told him he could toss the medicine pool for those critical buffs and controls, in zone. Of course, some players defended me, since he really didn't know what he was doing and it was pretty clear.

Thing is, mistakes like that could have been avoided if a tutorial taught the importance of damage mitigation first/healing second kind of gameplay city of heroes had in general, heck even empathy and pain domination needed to use the damage mitigation powers they had...

I realized something today(5/8/2014) that many MMORPG players, are not like us who enjoyed CoX. They enjoy repetitiveness and predictability, rather then unpredictability. We on the other hand enjoy unpredictability and variety.

LaughingAlex
Offline
Last seen: 8 years 1 month ago
kickstarter11th Anniversary Badge
Joined: 10/08/2013 - 15:55
I'll say I didn't mind ED to

I'll say I didn't mind ED to much, though it might have been because I started playing CoX after ED had been implemented. I think with those last two, it was because they were not already implemented at launch, cause I hear of how many people used the exact same tactics in CoX and ignored everything to begin with. I did enjoy the IO's alot, and they were partly key to how I setup some characters, but not all of them.

I thought snipes should not have had the interupt, but should have just been longer range attacks made for pounding enemies at longer range.

Now defiance, city of heroes did change it so it was useful, you could attack with a few attacks while held, which was somewhat useful, but the damage buffing mechanic helped even more, since it no longer scaled with losing to much health, the old one failing because mobs were very bursty in their damage in general. Given I thought in the end the mobs being able to burst-damage was a good thing, cause it made you think a little before approaching.

Vigilance though, good defenders didn't let people's health take the full damage, and certainly didn't let their health remain low. The damage buff when soloing that was added later was not my favorite buff to defenders, i'd have rather players when healthier in the team, defenders got a smaller crit chance, not enough to have made them do more than corruptors, but enough to give them incentive to buff players enough to keep the health high and discourage heal-bots.

City of heroes flight was especially safe, so it was slower, but I was annoyed that, in the last year, I had to take hover to take afterburner on fliers, I only did that on toons with excessive power choices.

I realized something today(5/8/2014) that many MMORPG players, are not like us who enjoyed CoX. They enjoy repetitiveness and predictability, rather then unpredictability. We on the other hand enjoy unpredictability and variety.

LaughingAlex
Offline
Last seen: 8 years 1 month ago
kickstarter11th Anniversary Badge
Joined: 10/08/2013 - 15:55
Some more things I'd looked

Some more things I'd looked at, I agree the mez system was to black and white, but I will say that I hate how mezes are implemented in CO right now and wouldn't want this using that system.

In CO if the mob takes any damage under a hold, they break out so fast it's pretty sad, it's like holds are really just another word for a sleep power that often gets ignored in the face of the many AoEs in the game. I loved how in CoX that yeah, you could hit all the mobs with a hold and then AoE them to death. I'd rather if we had holds in pvp likewise, they don't just instantly end with the press of a button aka DCUO, but if your on the recieving end of things it won't be an instant spectator mode but a disruption.

It's not easy since alot of people, especially impatient ones who hate learning the game, get mad whenever anything can disrupt them, but while DCUO makes breaking holds to easy, and CO makes holds just a matter of button mashing to, could we implement that some other way to break or prevent a hold perhaps that isn't so black/white?

Another thing I disliked in CoX though was how alot of sets had no endurance management at all, pre inherent fitness days some sets without any end management were so end-intensive you had to sacrifice some powers that were otherwise especially awsome.

A thing I hated in CoX was pvp in general in the game, especially with alot of powers just being very poor choices due to the very low damage they did to players such as rain of fire, and how the game was very rock/paper/scissor esq in the archtype vs archtype powerset vs powerset runup, many times someone ruled in pvp purely cause his powerset was a generic "I win button" against his existing competition cause no one elses powersets had any counters at all for him.

I realized something today(5/8/2014) that many MMORPG players, are not like us who enjoyed CoX. They enjoy repetitiveness and predictability, rather then unpredictability. We on the other hand enjoy unpredictability and variety.

jag40
Offline
Last seen: 7 years 9 months ago
Joined: 09/17/2013 - 10:51
LaughingAlex wrote:
LaughingAlex wrote:

While I think many can agree the subway/public transportation trains were certainly theme breaking, I think what bothered me was how there was no tutorial emphasizing the importance of buffs, debuffs and damage mitigation. Many support class players like myself had to explain time and again to many newbies(in hopes they weren't n00bs) the importance of buffing defenses and resistance first instead of just sitting back and healing damage, alot of newbies playing defenders made that mistake, and often ended up failing to support the team for it when they rolled a "pure healer defender" who only used a very small number of powers and forgot they had a secondary.
It was even more agonizing when it was a noob playing defender or even a controller, I remember when I met a plant controller who had no control powers, not even the confuse(he/she justified that it cut into exp), had the medicine pool and the medicine pool res...on top of empathies powers. I cannot see how the world the person got to higher than level 30 without noticing teams dying much faster when defenses and resistances are low enough that healing wasn't keeping anyone alive by itself. The player exploded on me with insults calling me names when I told him he could toss the medicine pool for those critical buffs and controls, in zone. Of course, some players defended me, since he really didn't know what he was doing and it was pretty clear.
Thing is, mistakes like that could have been avoided if a tutorial taught the importance of damage mitigation first/healing second kind of gameplay city of heroes had in general, heck even empathy and pain domination needed to use the damage mitigation powers they had...

yeah.

But many people are a little touchy and defensive with unwanted or unasked for criticism of their build, although it's well meaning. Some people just like to build toons on their own without someone judging them every other second, again, although it's well meaning.

Although many cant remember, we all at one point in time a was newbie. I doubt hardly anyone whether they played EQ prior to COX or something else prior to EQ, at one point in time we all were new to game and character building and power choice selection and probably didn't build some epic uber build the first time around or the second third or in some people's cases the first couple of dozen. And most people play the game to relax, have fun, and not to have to defend their power choices at every turn or people saying take this power or you should have token that power, or ya gimping yourself if you choose that power, or it's better if you take this power, especially if it isn't asked for. Sometimes the best way, or rather usually the best way to approach it before arbitrarily telling someone or suggesting to someone how they should build or what powers they should take is first simple offer advice. From there, they can choose to take it or leave it. Because after a while and after a few suggestions, as well meaning as it can seem from the person trying to help and give good advice, it can come off to outside looking in and or to the target as some meddling player trying to tell them how to build, or nagging, or talking down to them aka "I'm a leet veteran and you, newb, have no clue of how to build your own toon. Here, I will tell you how to build like me." Break the ice first before diving in. Because it can seem rude and pushy to offer that type of advice without asking first. Or else, ya usually end up with that type of reaction. The advice giver not understanding why they are being snippy for offering good advice and the target thinking the rude person is basically insulting their build.

Me personally confuse, I had no use for it. Thus many times I didn't pick it up at all. I had other powers to choose from to fit in and confuse was pretty low priority.

There are many ways to get to 30s just as there are many ways to get an ITF done in less than 30. Some think the only way is to not kill anything and stealth not realizing many beat their record simply by steam rolling everything in sight. I know some veterans that played for 8 years that had defenders that refused to use their secondary because to them, a defender job is to only heal and seen them bark at other defenders when they used their secondary powers instead of healing. Because I ntheir eyes, they cant see how anyone could play a defender and not heal just as some cannot see how someone make it 30s without taking certain buffs/debuffs. When in reality, there are tons of ways.

kingofsnake
Offline
Last seen: 10 years 5 months ago
Joined: 11/06/2013 - 09:48
Blasters actually had some

Blasters actually had some problems all around. They were just too squishy. I know they were supposed to be a DPS class, but they were very hard to solo play. And the mitigating control ability that was tacked on (knockback or whatever) never really compensated for the fact that a couple well placed hits from an orange would take you out.

Von Krieger
Von Krieger's picture
Offline
Last seen: 7 years 2 months ago
kickstarter11th Anniversary Badge
Joined: 10/03/2013 - 13:50
kingofsnake wrote:
kingofsnake wrote:

...a couple well placed hits from an orange would take you out.

[img]https://dl.dropboxusercontent.com/u/42230002/Memes/Orange.jpg[/img]

[color=green]BIZZARO MEDIA FOLLOWER[/color]

[img]https://dl.dropboxusercontent.com/u/42230002/Memes/favicon.ico[/img]

Lin Chiao Feng
Lin Chiao Feng's picture
Offline
Last seen: 2 weeks 4 days ago
Developerkickstarter11th Anniversary Badge
Joined: 11/02/2013 - 09:27
kingofsnake wrote:
kingofsnake wrote:

Blasters actually had some problems all around. They were just too squishy. I know they were supposed to be a DPS class, but they were very hard to solo play. And the mitigating control ability that was tacked on (knockback or whatever) never really compensated for the fact that a couple well placed hits from an orange would take you out.

IMHO the absolute glass jaw vs. most mez attacks was the worst part. That's why the final form of Defiance was so critical: Otherwise, you'd get mezzed and may as well sit back for the next few seconds watching your character get mugged. It was sort of mitigated earlier in the game when the anti-mez inspirations would last two minutes, but when they got cut to 30 seconds you sometimes had to clear out your insp tray for them and even that might not last.

Meanwhile, most scrapper secondaries had a defense vs. most types of mez, so you only had to worry about the couple that weren't covered.

Von Krieger wrote:

Orange mitos?! Wait, what?! These aren't in the threat manual...!

[i]Has anyone seen my mind? It was right here...[/i]

Brand X
Brand X's picture
Offline
Last seen: 4 years 6 months ago
kickstarter11th Anniversary Badge
Joined: 11/01/2013 - 00:26
Redlynne wrote:
Redlynne wrote:

JayBezz wrote:
I loved so much about this post. Thank you.
Well, uh ... {shuffles feet nervously} ... I kinda sorta have been meaning to post this for a couple days now, for people like you (and me) ...
JayBezz wrote:
While I have no objection to some binary combat systems (Stealth as example) I much prefer a system that takes quality of cast into effect just as damage powers do with damage points.
Games everywhere are just starting to incorporate Mez powered Archetypes and learning alot about what players find useful. Many are finding hat Crowd Control should be a Qualitative measure (on a points system), OR the powers must be unable to be modified and restricted to PvE. Needless to say if It's not qualitative there's usually no class for it.
Since City of Titans WILL have a controller class , I sincerely expect them not to have a binary system.

Actually, the real problem with Mez Powers in PvP is that they take control of your character AWAY FROM YOU and THAT is what PvP people simply cannot tolerate. It's being reduced from Participant to Spectator, unable to respond, left screaming impotently at the screen and banging on the keyboard because you have NO OPTIONS to affect the outcome of what's happening that Mez is so "unwelcome" in PvP. This problem is (of course) compounded in PvP when you've got as "boolean" a Mez System as CoH had, where there was no transition space between Not Mezzed and You're Mezzed ... and where being Mezzed was pretty much an IWIN! button that decided the outcome. It was just too binary.
The flipside of this, of course, is that people *LOVE* having Mez (on their side!) in PvE, but still object to having it used ON THEM in PvE, because ... again ... it transforms you from being a Participant into being a Spectator ... with no "middle ground" for (mere) Impairment rather than outright Shutdown. CoH only poorly implemented a "fight through Mez" system for Blasters, where they would be able to use a more limited menu of attacks (their 1 and 2 Primary Powers) while maintaining their Mezzed status, but it was really just a kludge to resolve an issue that requires a more nuanced solution.
I'd like to think that I've offered City of Titans some foundational work on how to move AWAY from that fundamental flaw ...

I never actually suffered from any of that feeling when mezzed in PvP. If you know it can happen when you do it, it really shouldn't upset you.

jag40
Offline
Last seen: 7 years 9 months ago
Joined: 09/17/2013 - 10:51
Brand X wrote:
Brand X wrote:

Redlynne wrote:
JayBezz wrote:
I loved so much about this post. Thank you.

Well, uh ... {shuffles feet nervously} ... I kinda sorta have been meaning to post this for a couple days now, for people like you (and me) ...
JayBezz wrote:
While I have no objection to some binary combat systems (Stealth as example) I much prefer a system that takes quality of cast into effect just as damage powers do with damage points.
Games everywhere are just starting to incorporate Mez powered Archetypes and learning alot about what players find useful. Many are finding hat Crowd Control should be a Qualitative measure (on a points system), OR the powers must be unable to be modified and restricted to PvE. Needless to say if It's not qualitative there's usually no class for it.
Since City of Titans WILL have a controller class , I sincerely expect them not to have a binary system.

Actually, the real problem with Mez Powers in PvP is that they take control of your character AWAY FROM YOU and THAT is what PvP people simply cannot tolerate. It's being reduced from Participant to Spectator, unable to respond, left screaming impotently at the screen and banging on the keyboard because you have NO OPTIONS to affect the outcome of what's happening that Mez is so "unwelcome" in PvP. This problem is (of course) compounded in PvP when you've got as "boolean" a Mez System as CoH had, where there was no transition space between Not Mezzed and You're Mezzed ... and where being Mezzed was pretty much an IWIN! button that decided the outcome. It was just too binary.
The flipside of this, of course, is that people *LOVE* having Mez (on their side!) in PvE, but still object to having it used ON THEM in PvE, because ... again ... it transforms you from being a Participant into being a Spectator ... with no "middle ground" for (mere) Impairment rather than outright Shutdown. CoH only poorly implemented a "fight through Mez" system for Blasters, where they would be able to use a more limited menu of attacks (their 1 and 2 Primary Powers) while maintaining their Mezzed status, but it was really just a kludge to resolve an issue that requires a more nuanced solution.
I'd like to think that I've offered City of Titans some foundational work on how to move AWAY from that fundamental flaw ...

I never actually suffered from any of that feeling when mezzed in PvP. If you know it can happen when you do it, it really shouldn't upset you.

Well that is not entirely true. MMO players know a game can get shut down anytime (it was even written down they could do that each time a person logged in and many examples already existed of it happening in the past) yet it still wasn't any less upsetting when it actually happened.

Brand X
Brand X's picture
Offline
Last seen: 4 years 6 months ago
kickstarter11th Anniversary Badge
Joined: 11/01/2013 - 00:26
No travel power at level 1.

No travel power at level 1. Yes, it's true, some superheroes don't start out flying, but those who do have a travel power tend to do it soon enough it doesn't matter.

Turning what should be OOC items into IC story items. Terrible. Ruins immersion. Salvage, exploration badges, enhancements, auction house, superhero costume shop...yeah...immersion breaking. Nothing wrong with a pop up screen for us to use to do these things.

Brand X
Brand X's picture
Offline
Last seen: 4 years 6 months ago
kickstarter11th Anniversary Badge
Joined: 11/01/2013 - 00:26
jag40 wrote:
jag40 wrote:

Well that is not entirely true. MMO players know a game can get shut down anytime (it was even written down they could do that each time a person logged in and many examples already existed of it happening in the past) yet it still wasn't any less upsetting when it actually happened.

True. But that was different imo, because a player assumes that's what happens when a game isn't making a profit. In CoH's case, we were being told it was making good money.

So either we were being lied too or they closed down a game that was making a good profit for some other reason.

As a player, I always thought CoH would one day shut down, but I always figured that would be when they started saying, "We're losing money" not when they say "Our money intake has risen and we're making a lot of it."

jag40
Offline
Last seen: 7 years 9 months ago
Joined: 09/17/2013 - 10:51
Brand X wrote:
Brand X wrote:

jag40 wrote:
Well that is not entirely true. MMO players know a game can get shut down anytime (it was even written down they could do that each time a person logged in and many examples already existed of it happening in the past) yet it still wasn't any less upsetting when it actually happened.

True. But that was different imo, because a player assumes that's what happens when a game isn't making a profit. In CoH's case, we were being told it was making good money.
So either we were being lied too or they closed down a game that was making a good profit for some other reason.
As a player, I always thought CoH would one day shut down, but I always figured that would be when they started saying, "We're losing money" not when they say "Our money intake has risen and we're making a lot of it."

Yeah assumption that wasn't there. In the writing it didn't say they shut down game only in the case it isn't making money it said shut down game for what ever reason they chose. Some companies do not wait to lose money to take action.

Plus the graphs were there to show it wasn't making as much as it used to make. While it would be ideal for a company to give heads up especially if they are losing money, most if any at all, gave heads up when losing money until they already in shut down process and saying that "We are shutting down due to money loss." And usually in most of those cases through out the years leading up to the shutdown, there is usually a group of players that are posting graphs and reports and saying "heads up, this game isn't doing too well." But usually they are flamed and dismissed as doom saying and the players take no action to try and save the game...until it's too late and the game is already being shut down.
But yeah maybe they didn't know, although not all games that have been shut down was losing money. But now hopefully they know those writings are real possibility and not there for decoration and that means as they said they can shut down a game for any reason, they can shut down a game for any reason.

But I guess the more appropriate comparison would be things like death, everyone know it's coming but it doesn't dull the feelings when it happens. Or people move into natural disaster areas but doesn't dull the feeling when they lose everything due to the natural disaster that they knew occur often in that area.

anachrodragon
Offline
Last seen: 10 years 5 months ago
Joined: 11/08/2013 - 15:03
You know, I was fine with the

You know, I was fine with the mez system and I was even okay with repetitive missions, but what really got to me in CoX was how many things were difficult to manage over many alts and should have been account wide. For example, badges, storage, all the various currencies. And don't get me wrong, I hated keeping track of all the currencies, but what I hated more than that was the currencies being tied to individual alts. So say I wanted to give my defender alt a spin on a TF, I'd inevitably wind up with merits on him that I wasn't going to use and might forget about in the future. At the point I stopped playing CoX I had small amounts of currencies being wasted across so many characters, I don't even know... Probably like ten 50s and dozens of alts.

And don't even get me started on badges. Oh hey, I wandered across the Paladin being assembled in Kings Row one day, but now the badge is tied to a lowbie alt, instead of one of my "mains" who will never find the Paladin being assembled no matter how much time she spends in Kings Row. Just make all the badges account wide and accessible/viewable from every character. That way every character in your stable of alts is contributing and you don't have to make decisions like, "I really want to play my scrapper today, but I need the badge on my controller."

Just saying, for a game that went to great lengths to encourage alts, there were some things about CoX that made managing alts difficult.

greenstalker
greenstalker's picture
Offline
Last seen: 5 years 1 month ago
kickstarter
Joined: 09/28/2013 - 07:52
JayBezz wrote:
JayBezz wrote:

Cinnder wrote:
Sailboat wrote:
But for the love of GOD let's not have the bizarre "builder/consumer" mechanic in a superhero game. One of the best things about COH combat was the ability to activate your powers in any order (except for a few later sets that veered dangerously toward builder/consumer, but were novelties).

This. It's one of the things I liked least about CO, and something that would change the feel of combat enough to divert this project from its original goal.

I agree. The main thing this did in Champions Online was make "have" (ranged energy builders) and "have not" (melee energy builders) starter powers and made the Recovery and Endurance stats irrelevant. Also players for the most part NEVER wanted to use them!
My ideal system is stat based where recharge speed was based on Recovery and Amount of energy was based on endurance. Big powers should cost big endurance and the ability to spam them would be controlled by both the endurance bar AND cooldowns.
Also I want to firmly put my support behind "Charged" and "Maintained" attacks instead of just click to activate powers. They make the DPS table much more interactive to me (and prevent alot of player botting). I heard in another thread the while charging or maintaining an attack the movement of a character is halved while charging (In Tera).. I really love this idea much more than rooting a character and gives movement speed (and thus crowd control) a purpose against enemies.
The issue of lag and client/server relations does not feel too authentic. If anything I think the reason to keep the click only model is to make this game play exactly like City of Heroes. While I do think this is a "worthy" goal I do not think it's what's best for the game (judged independently from it's successor).

I don't agree with your lag and client/server issuses not being authentic one of many reasons why I don't like CO and stop playing although being a lifetimer is charged and maintained attacks being messing up with my chains. More than a couple of time I died just becuase the stupid system already finished my miantained attack but didn't responded on my screen fast enough for me to use my heal power.

For stat base game..........just no there is enough games out there for stats of character approach and quiet frankly one of my main reasons why I was playing CoH (also similar as why I am not playing CO) was becuase it didn't had that kind of stressful system.

LaughingAlex
Offline
Last seen: 8 years 1 month ago
kickstarter11th Anniversary Badge
Joined: 10/08/2013 - 15:55
I kind of agree overall on

I kind of agree overall on how people feel regarding mezes, I will be honest though, I liked CoX's mez system more than other games inspite the flaws because crowd control was a good alternative to someone doing nothing but healing. Support in MMO's in general has been so bad because it's really just whack-a-mole in them, nothing but healing, healing and more healing. CoX did support right; healing was 100% optional because buffs were powerful enough to more than cover it, so were debuffs and crowd control. And CoX's crowd control certainly provided a very strong alternative to having a healer babysitting everyones healthbar, the whole reason I loved CoX was in fact, that buffs ,debuffs and crowd control made it so you didn't need to have any healing at all with enough of them, and it wasn't because it was easy to use buffs and debuffs but rather, that you were rewarded for using the powers.

I'll love to see CoT improve on crowd control over CoX.

I realized something today(5/8/2014) that many MMORPG players, are not like us who enjoyed CoX. They enjoy repetitiveness and predictability, rather then unpredictability. We on the other hand enjoy unpredictability and variety.

Airiel
Offline
Last seen: 10 years 3 months ago
kickstarter
Joined: 10/03/2013 - 16:12
A lot has been said about

A lot has been said about what was bad about COX, and I agree many have good points, honestly if NC Soft hadn't pulled the plug I'd still be there with all it
s faults. I am sure that the members of the Dev team are well aware of many of COX's inherent short comings and are committed to delivering a game worthy
of out time and money, personally I can't wait, but I do hope that we get plenty of emotes as I am a heavy into RP, I used to play on Virtue and really had to laugh when someone started to grief about RPers in general chat after all it is a mmoRPg

LaughingAlex
Offline
Last seen: 8 years 1 month ago
kickstarter11th Anniversary Badge
Joined: 10/08/2013 - 15:55
I am a heavy roleplayer to

I am a heavy roleplayer to and i loved the emotes alot. I think one cool feature DCUO has that I didn't like about CoX much was skin types. I liked that DCUO had different skin types, so you could have metallic skin or glowing skin, heck my character in DCUO uses cosmic skin. And I also liked that the game treated diffferent skin types somewhat differently, if your characters skin type was such they didn't need undergarments, they didn't have to have em on, was actually something that surprised me about DCUO, but was an interesting touch none the less.

CoX didn't really have more than one skin texture, just different recolors of the same skin.

I realized something today(5/8/2014) that many MMORPG players, are not like us who enjoyed CoX. They enjoy repetitiveness and predictability, rather then unpredictability. We on the other hand enjoy unpredictability and variety.

CaptainAhab
CaptainAhab's picture
Offline
Last seen: 10 years 5 months ago
Joined: 11/10/2013 - 13:13
Ok here we go:

Ok here we go:
It's been said before but of course the lack of early travel powers. I enjoyed peacebringers because of that. But I think at like level 5 or so players should be able to get one power, and maybe as they get higher they can pick two or three or advance the one to get group fly or whirlwind and stuff.

I still don't know much about CoT yet, but If it doesn't have this planned yet I would love to have a combat system where you can actually attack instead of just using powers. When playing the beta for Elder Scrolls Online, where you click or hold click for light and heavy attacks, a button to block, dodge, etc. That would make things really interesting.

Fuck. Caves.

Going to Elder Scrolls again, but I'd like powers and weapons to be separate. As a Zombie Mastermind I kinda felt out of the combat sometimes because I had 3 actual offensive abilities. I'd love to be able to spend more time myself contributing to the fight. I think that players should be able to have weapons, powers, and buffs, so you could maybe have a Mastermind that specializes in either summoning and buffs/healing or summoning and melee/ranged dps. I'm sure by now I sound like I just want a futuristic ESO

I would love to see more options for starting areas. I loved the Breakout as a quick story start, but I'd like more choice as to where I'll be after. I'm thinking there should be areas pertaining to each of the factions leaders. Like if there were a zone for Lord Recluse and another for the big armored guy (it's been awhile)

Lack of actual interaction with heroes. I want some actual PVP, not just in the zones. I don't mean allowing enemies to come kill lowbies and quest givers, but I would like to be see some events where either heroes or villains could take over territories and strongholds in a zone, like if villains could take over sections of Steel Canyon, and heroes would have to avoid Arachnos guards to get to shops and such.

The English sense of humor is to admire and identify with those whom life shits upon from a great height

jag40
Offline
Last seen: 7 years 9 months ago
Joined: 09/17/2013 - 10:51
CaptainAhab wrote:
CaptainAhab wrote:

Ok here we go:
It's been said before but of course the lack of early travel powers. I enjoyed peacebringers because of that. But I think at like level 5 or so players should be able to get one power, and maybe as they get higher they can pick two or three or advance the one to get group fly or whirlwind and stuff.
I still don't know much about CoT yet, but If it doesn't have this planned yet I would love to have a combat system where you can actually attack instead of just using powers. When playing the beta for Elder Scrolls Online, where you click or hold click for light and heavy attacks, a button to block, dodge, etc. That would make things really interesting.
Fuck. Caves.
Going to Elder Scrolls again, but I'd like powers and weapons to be separate. As a Zombie Mastermind I kinda felt out of the combat sometimes because I had 3 actual offensive abilities. I'd love to be able to spend more time myself contributing to the fight. I think that players should be able to have weapons, powers, and buffs, so you could maybe have a Mastermind that specializes in either summoning and buffs/healing or summoning and melee/ranged dps. I'm sure by now I sound like I just want a futuristic ESO
I would love to see more options for starting areas. I loved the Breakout as a quick story start, but I'd like more choice as to where I'll be after. I'm thinking there should be areas pertaining to each of the factions leaders. Like if there were a zone for Lord Recluse and another for the big armored guy (it's been awhile)
Lack of actual interaction with heroes. I want some actual PVP, not just in the zones. I don't mean allowing enemies to come kill lowbies and quest givers, but I would like to be see some events where either heroes or villains could take over territories and strongholds in a zone, like if villains could take over sections of Steel Canyon, and heroes would have to avoid Arachnos guards to get to shops and such.

That pvp feature you talk about, there was something like that in sirens call but it was very much overlooked. Now expand that into an entire zone map like the size of steel canyon? Awesome. As long as those that don't want to participate don't get caught in the cross fire or hinder or affect them in anyway if being done in an actual map as event sized level and if possible a way to even the teams. It's not much of a fight or point if one side is brigade deep and the other side maybe have half of a squad which ends up the small number side gets slaughtered the entire time while the numerous side gets the zones and objectives with very little resistance.
But it would be awesome if it worked properly. In Sirens call, that aspect was very commonly overlooked in favor of peole chasing each other back and forth from the bases and trash talking each other and droning anyone who gets too close and TPing people out of the hospital to gank them. It was sad that feature was so under used.

kdx7214
Offline
Last seen: 4 years 6 months ago
kickstarter
Joined: 11/03/2013 - 20:08
Oh, just thought of another

Oh, just thought of another (minor) annoyance. In CoH when you zoned into, well basically any other zone, you usually had to click on a person. Can we *please* have other hot zones than over their crotch? Had a rough time explaining this to my 8 y/o nephew at the time. I realize it wasn't supposed to be that way, but it's how it worked out.

Ciriun
Offline
Last seen: 10 years 5 months ago
kickstarter
Joined: 11/10/2013 - 07:09
My number one biggest

My number one biggest complaint about CoH actually involves the character builder. There was no color wheel, no way to enter hex codes for colors, not even a RGB slider. Maybe it was just me, but I had a really hard time making a brunette with some of the hairstyles. Related to that problem I had issues with costume pieces that came tinted.

Next on my list would be the lack of controller support. I'm sure most people do just fine with the keyboard and I did eventually start to get the hang of it, but I'd really much rather be using my nice controller.

Thirdly, having only played fairly low level characters, I found there really wasn't much story-type content early on. I assume it got better at higher levels, but mostly what I recall doing was pretty generic and repetitive, especially when you compare starting as a regular hero to one in Praetoria. I know you can't be deciding the fate of the universe from level 1, but maybe you could be a little more "super" than a glorified police officer.

"Heroes know that things must happen when it is time for them to happen. A quest may not simply be abandoned; unicorns may go unrescued for a long time, but not forever; a happy ending cannot come in the middle of the story."

Gangrel
Offline
Last seen: 1 day 1 hour ago
11th Anniversary Badge
Joined: 09/15/2013 - 15:14
Ciriun wrote:
Ciriun wrote:

Next on my list would be the lack of controller support. I'm sure most people do just fine with the keyboard and I did eventually start to get the hang of it, but I'd really much rather be using my nice controller.

Just wondering, but what controller was it that you had?

I know the problem you could have with it though. The way in which I got around that, was by using software (which came with my controller) to remap *all* of the buttons into keypresses that the game could understand, and then remapping the game accordingly.

For me, I ended up pretty much mapping ALL of the shoulder+Face and shoulder+Dpad combinations as ability launchers (and also other handy keybinds).

Quote:

1) I reject your reality.... and substitute my own
2) Not to be used when upset... will void warranty
3) Stoke me a clipper i will be back for dinner
4) I have seen more intelligence from an NPC AI in TR beta, than from most MMO players.

Ciriun
Offline
Last seen: 10 years 5 months ago
kickstarter
Joined: 11/10/2013 - 07:09
Gangrel wrote:
Gangrel wrote:

Ciriun wrote:
Next on my list would be the lack of controller support. I'm sure most people do just fine with the keyboard and I did eventually start to get the hang of it, but I'd really much rather be using my nice controller.

Just wondering, but what controller was it that you had?
I know the problem you could have with it though. The way in which I got around that, was by using software (which came with my controller) to remap *all* of the buttons into keypresses that the game could understand, and then remapping the game accordingly.
For me, I ended up pretty much mapping ALL of the shoulder+Face and shoulder+Dpad combinations as ability launchers (and also other handy keybinds).

Sorry, guess I wasn't very clear. The controller was fully compatible, I just couldn't get the steering to work quite right, especially not when flying. The problem was at least half my own fault, but it sure was annoying to spend half my time flailing around just trying to turn around and go back down a hallway or not fly head first into the ground.

I have been reminded of an additional complaint. I really hated the enhancement system, or more specifically the lack of an undo or perhaps confirm button to prevent accidentally slotting something in the wrong place.

"Heroes know that things must happen when it is time for them to happen. A quest may not simply be abandoned; unicorns may go unrescued for a long time, but not forever; a happy ending cannot come in the middle of the story."

Gangrel
Offline
Last seen: 1 day 1 hour ago
11th Anniversary Badge
Joined: 09/15/2013 - 15:14
I can see how steering could

I can see how steering could be hard to get right, because you had the option of setting it up either via the keyboard method, or via the "right mouse click and move mouse" option... and not all controller software lets you map a mouse click to it....

Quote:

1) I reject your reality.... and substitute my own
2) Not to be used when upset... will void warranty
3) Stoke me a clipper i will be back for dinner
4) I have seen more intelligence from an NPC AI in TR beta, than from most MMO players.

Pages