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What rewards does Faction Reputation get us?

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Cyclops
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What rewards does Faction Reputation get us?

are there any real benefits for faction status?
Tangible rewards?

Like if my villain get a good rep with the Black Rose...does that unlock a delicatessen I can enter and hang out at?
That would be cool.

If I get a good rep with the police, Can I unlock a cute lady cop to step out of a police car and give me missions? with little hearts floating over her head?

OK. I'm being a bit silly, but unlocking little rewards might really be fun. And I really have no idea what benefits me with factions in the first place.

Suggestion: and not for launch.
Earning Faction with non Combat groups. Like a high school. You stop gang activity in the area and next time you visit the school, you see a banner with your name on it.

Getting defeated a lot earns you faction with hospitals: you wake up after you latest defeat to a banner that reads, "Welcome Back, Black Falcon!"

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Hospital Faction

Hospital Faction

You are such a frequent customer you awaken in a room named in your honor and decorated in your primary colors. The nurse in the room comments, "Did you zig instead of zag?" Tsk, tsk. "Better luck next time. See you soon."

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I'm certainly not AGAINST

I'm certainly not AGAINST inclusion of such little tidbits of color. They fall into place with the precedent of having NPCs on the street making mention of your most recent exploits that we saw in City of Heroes.

That said, doing this sort of thing is a non-trivial amount of content creation for all of the "myriad little things" that might be applicable. Each piece, individually, might be trivial on its own, but in aggregate total might be very large (and thus daunting to contemplate).

Best thing we could hope for is that the way the game is designed will ALLOW such little tidbits to be added "here and there" whenever they can be or whenever someone gets inspired to do a little bells and whistles add on.
Worst thing we could despair about is that the game is designed in a way that PRECLUDES the addition of such tidbits because of poor design decisions.


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One thing that this brings to

One thing that this brings to my mind, and this is another GW2 thing, I know I keep bringing these things up, but here I go again:

In GW2, there are a ton of little "go shake the apple trees and collect shiny red apples, then give them to the NPC that wants them" type of missions that you can do. The collected objects take up inventory space. The NPC will eventually disappear once they get enough apples from enough people to satisfy their desired total. That leaves you, possibly, with a pile of apples taking up a slot in your inventory that you don't know what to do with. There IS a cooking crafting skill in the game, but the apples you get from that mission cannot be used to craft any edible food items, they're simply there for that one mission and nothing else. Whats worse, you might be fighting monsters someplace, like Dredge in their mine, and get a widget that you don't know what it does. You then have to stop and read the wiki or else ust try to decide to pitch the thing or keep it and let it take up an inventory slot.

Whatever the faction points amount to, let's not have this. I don't want to have to sift through a confusing mess of different NPC or faction items to have to track and look up.

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Radiac wrote:
Radiac wrote:

One thing that this brings to my mind, and this is another GW2 thing, I know I keep bringing these things up, but here I go again:
In GW2, there are a ton of little "go shake the apple trees and collect shiny red apples, then give them to the NPC that wants them" type of missions that you can do. The collected objects take up inventory space. The NPC will eventually disappear once they get enough apples from enough people to satisfy their desired total. That leaves you, possibly, with a pile of apples taking up a slot in your inventory that you don't know what to do with. There IS a cooking crafting skill in the game, but the apples you get from that mission cannot be used to craft any edible food items, they're simply there for that one mission and nothing else. Whats worse, you might be fighting monsters someplace, like Dredge in their mine, and get a widget that you don't know what it does. You then have to stop and read the wiki or else ust try to decide to pitch the thing or keep it and let it take up an inventory slot.
Whatever the faction points amount to, let's not have this. I don't want to have to sift through a confusing mess of different NPC or faction items to have to track and look up.

CoH had a system of "souvenirs" that you collected after certain missions and/or trials. Many of these souvenirs were technically physical items but they never took up any kind of inventory space - they were more like badges just to signify that you had completed the mission. I wouldn't mind if CoT missions had "quest items" like that (permanent after-the-mission awards or even temporary ones like your apples example) as long as they didn't take up any actual inventory space or become "dead weight" if you didn't finish the mission.

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Radiac
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Having different factions

Having different factions generally brings with it a faction currency for each faction. Like if you want to go to a zone and do a lot of missions for the Elves, you might get a lot of Elvish Currency to drop as you defeat the elves enemies, complete missions, etc. Then that accumulation of currency would show up in your "wallet" somehow, tracked like IGC except with a different name.

GW2 has this too, and there are tons of different currencies. It's necessary, I guess, to ensure people can't just buy the rewards from the new content zone without actually going there and playing that content themselves. In Verdant Brink you get Airship Parts, in Auric Basin you get lumps of Aurilium, in the Silverwastes you get Bandit Crests, etc. None of that takes up inventory space, so it's easier to keep track of, so I'm not totally against it, I guess.

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Lothic wrote:
Lothic wrote:

CoH had a system of "souvenirs" that you collected after certain missions and/or trials. Many of these souvenirs were technically physical items but they never took up any kind of inventory space - they were more like badges just to signify that you had completed the mission. I wouldn't mind if CoT missions had "quest items" like that (permanent after-the-mission awards or even temporary ones like your apples example) as long as they didn't take up any actual inventory space or become "dead weight" if you didn't finish the mission.

I would really like this if we could put these souvenirs in our lairs. Some of the story missions we went through in CoX were phenomenal and a little keepsake to remenber them by would be a very nice touch.

In SWTOR, you usually get a mail from one of the NPCs after you accomplish a mission and it usually includes a little reward and a bit of text about what you did. Since most missions in SWTOR have a moral choice in them, the note you get is different depending on what choices you made. This level of personalized mission memento is wonderful and I would like to see something like this in CoT as well.

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I like the direction of

I like the direction of Cyclops' ideas.

I wouldn't mind if rewards in that vein weren't quite so grand or tangible. Maybe they'd send a Christmas card, or a $5 coupon for a coffee shop, or even an invite to something that is happening, or due to happen, on-grid anyway (e.g. a restaurant with a special Thanksgiving dinner event).

Basically stuff that shows that the faction knows and appreciates your PC's participation and efforts. It beats the typical "as usual we don't know what we're doing so could you go rescue a couple of our guys?" mission.

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Radiac wrote:
Radiac wrote:

Having different factions generally brings with it a faction currency for each faction. Like if you want to go to a zone and do a lot of missions for the Elves, you might get a lot of Elvish Currency to drop as you defeat the elves enemies, complete missions, etc. Then that accumulation of currency would show up in your "wallet" somehow, tracked like IGC except with a different name.
GW2 has this too, and there are tons of different currencies. It's necessary, I guess, to ensure people can't just buy the rewards from the new content zone without actually going there and playing that content themselves. In Verdant Brink you get Airship Parts, in Auric Basin you get lumps of Aurilium, in the Silverwastes you get Bandit Crests, etc. None of that takes up inventory space, so it's easier to keep track of, so I'm not totally against it, I guess.

Personally I rather see that they handle this through reputation tiers/levels since it's a better representation of having played the content rather than just grinding it.

The big drawback with "segregating" content in this way through currencies is that most will only play the new content until they have gotten all they want from the rep-vendors, giving a fairly huge disincentive to play "old" content for a longer period of time.

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How do you get people to play

How do you get people to play "old" content again?

I would think there would need to be a prompt that tells the players at large, "let's all do this again now" and presumably the driving force for that is added rewards. The WEekly Strike Targets did that for CoX. Something similar exists in GW2, called daily bonuses. In that game, every day, at 8pm there's a "reset" and the daily bonus activites change. If you do any three, you get special daily rewards for doing each one and then another bonus at the end for completing the three you did.

I could see doing something like that to try to refresh interest in the old content even after new content comes out.

That said, you could have that AND faction currencies. They don't counteract each other. And gaining faction reputation tiers/levels is basically just a one and done, locked-in "rank" you get with that faction that never erodes if you crank it up to the top level and then never do any of that content again, right? Or are we assuming that faction rep will die off if you don't do that faction's stuff for a while? Either way, I think those still have the same problem of players getting tired of the same old faction and leaving forever at some point. I doubt anyone wants to have to constantly log in every day and do faction content for like every faction just to maintain faction rep, so you eventually get to a point where you say "okay, I'm doing something else".

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Darth Fez wrote:
Darth Fez wrote:

I like the direction of Cyclops' ideas.
I wouldn't mind if rewards in that vein weren't quite so grand or tangible. Maybe they'd send a Christmas card, or a $5 coupon for a coffee shop, or even an invite to something that is happening, or due to happen, on-grid anyway (e.g. a restaurant with a special Thanksgiving dinner event).
Basically stuff that shows that the faction knows and appreciates your PC's participation and efforts. It beats the typical "as usual we don't know what we're doing so could you go rescue a couple of our guys?" mission.

I kinda like this idea. Say if you save a person who worked for a hospital, they'll send you a 1-time free visit to the hospital. Or something like that.

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I dislike the factional/zonal

I dislike the factional/zonal currency ideas. As was mentioned previously GW2 does have some currencies that go into a wallet. They also have currencies that do not go into the wallet (candy corn) and actually a lot of the zone currencies specifically the ones for HOT that radiac was talking about do not go into the wallet. Otherwise they wouldn't be stacked up on my main. I'd much prefer a player to have to earn X amount of faction XP before they can buy certain faction based items in standard IGC.

If you have to have a sub-currency treat it as a currency all the time. Don't give currencies a secondary use IE for crafting. Or prevent it from being placed in a wallet because it's actually a self buff (ala candy corn in GW2).

As far as what benefits are provided for achieveing faction rank. I'm surprised no one has mentioned costume pieces. In COH I'm sure some would have given their left arm and right leg to get the Cimmoran loin "cape" by earning enough faction rep with them.

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I've seen a lot of the

I've seen a lot of the kernels for the system, some parts, but nobody's quite hit upon the 800lbs gorilla.

So, let me ask you, how many here wanted costume pieces from a group?

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Mmm, if it's a real cool

Mmm, if it's a real cool group, like Taxi Bots, I might enjoy creating a character with group costume bits. Otherwise, I'm generally more interested in making costumes that suit myself, so faction-group costume bits are most likely to be used in Contrary fashion. It all depends on the coolness of the costume bits.

It seems to me that a lot of faction outfits were simply constructed from costume bits that, properly, ought to be in the common pool. So, I'm not really motivated to support factions, just because of a neat bit of costume.

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Just giving an example, that

Just giving an example, that it can unlock items, be it costumes, base items, stores, contacts, etc, tied to badges.

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I fully expect that stores

I fully expect that stores and contacts will be part of faction rewards.

Base items are a bit tricky since I don't see them generally be unique enough to warrant being rewards from specific factions, though that depends on how specific the faction is. One thing I can see right now is enabling/extending capability in existing base items, like being able to teleport to that factions HQ by "upgrading" the bases teleporter. It could potentially be as simple as just adding a "teleport matrix" in the room containing the teleporter.

Costumes, well same as base items, can't really see them being unique enough. Though maybe they could sell whole costumes (or pre-sets or similar) that are common or even iconic within that faction, making it easier to make my own lookalike.

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Doctor Tyche wrote:
Doctor Tyche wrote:

I've seen a lot of the kernels for the system, some parts, but nobody's quite hit upon the 800lbs gorilla.
So, let me ask you, how many here wanted costume pieces from a group?

It's a solid idea and can be a motivator to take alts a different route, which is going to be a big deal for CoT. Given previous comments, I will assume that such costume pieces or base items will also be available in the store but that they'll be character specific unlocks rather than account-wide unlocks.

In CoH I've sometimes wished that I could have a costume piece from one or the other faction, but for the most part I enjoyed the uniqueness those provided to the various factions. I wouldn't look to unlock costume pieces in order to have my character look like a member of a particular faction.

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I could see unocking the

I could see unocking the Longbow costume, for instance. But like others have said, one or more costume pieces might be a good fit for someone's personal uses, but the desire to actually look like a longbow agent is just not there except for the bragging rights associated with showing you had the whole uniform unlocked.

EDIT: I could see unlocking a costume makes it available in user-created missions using the mission architect also.
EDIT #2: And for all the budding movie directors out there, being able to dress up in an organization's costume would be good for roleplaying or making movies using in-game footage. But this would be of such incidental value in the grand scheme of things.

On the other hand, similar to wearing guild colors, if you have the organization's costume unlocked and you wear the costume, then your reputation rewards towards that organization should get a multiplier like 3x or 5x. Notice I did not say the character gets additional reputation with the organization. Because if you wore the longbow uniform and acted against the longbow mission, your reputation DROP with longbow should be that much worse also.

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I'd like the opportunity to

I'd like the opportunity to obtain NPC group costume items. Mainly for the style, I'd often change the color unless it was supposed to be one of "their items", whether as a trophy taken or as a token of cooperation.

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I agree with Grimfox about

I agree with Grimfox about the faction currency-as-crafting material thing. I'm currently keeping like 2000 Auric Dust (in piles of 250 dust per pile) and 52 Auric Ingots in my inventory, just because they drop when you do the Octovine raid, and you cannot trade or sell them. I sell the Auric Slivers, Millstones, Barbs, Fossilized Leaves, Evergreen Slivers, Morderm Slivers, etc that I get, all of which are supposed to be for crafting stuff I currently don't care about. The stuff you can't sell, I keep some of it as a reserve then start pitching it when that gets to take up too much space. I have lost track of how much Bloodstone Dust and Auric Dust I've deleted since I started playing GW2, and that was only like 2 months ago. The game also drops Dragonit Ore and Empyrial Shards on you like that, but not as much of it, so I haven't had to delete any of that so far. Maybe I'm just not doing enough of that kind of content for it to be a thing, I don't know.

So "Yes" to wallet currencies that don't take up inventory slots, "no" to anything I have to haul around or store long term because I can't sell it. Frankly, I don't understand why Auric Ingots and Auric Dust can't be sold. I mean you still have to earn Aurilium to buy recipes off of the NPC vendors to make any of the Auric items anyway, as far as I know.

As far as unlocking costume parts, CoX had that, right. You could unlock the Cabal witch hat, you could unlock the Vanguard armor pieces using Vanguard Merits, etc. I see that as the company trying to get the most use out of the graphics assets it has. The fact that the vanguard costume pieces didn't unlock anything that affected combat made me less enthusiastic about doing that content for that reason. I saw the best use of Vanguard Merits as getting those "Summon Heavy Cataphract" power core temp powers. That was a thing with an effect on combat, and thus one of the driving forces behind me doing Mothership Raids for the merits. If there had been a way to get the Vanguard Medallion as an Accolade for doing all the Vanguard costume pieces or something, I could see working on that long-term and saving up some Vanguard Merits for it, but just the costume piece didn't thrill me. They looked okay, but I didn't want to look just like all the Vanguard troops, I wanted my own unique look, as I think we all do.

So if you want to encourage people to grind faction content for faction rewards, maybe have an Accolade type thing as the light at the end of the tunnel that gives an overall combat bonus like more HP, or a temp power, or something. Most of the other stuff is not going to really push me to want to do that content.

I liked that you could do the Mothership raid, get enough merits to get a heavy, then use the heavy somewhere else and then redo the mothership again to get another heavy. It made the content more desirable as a thing to repeat every so often. So that sort of non-tradeable currency (the merits) is not a bad thing I guess. I'm glad there wasn't special Vanguard salvage that you had to store and couldn't trade though, that would have been abysmal.

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Doctor Tyche wrote:
Doctor Tyche wrote:

Just giving an example, that it can unlock items, be it costumes, base items, stores, contacts, etc, tied to badges.

I think that would rock. I prefer this to almost any other type of unlock. I probably wouldn't use any of them, except contacts for additional story/ lore content, and badges, but I like the idea...

...and I knew and played with quite a few people on Union who bemoaned the lack of such things. They tried their damnedest to recreate specific faction costumes for some or other faction-based character concept, and some came pretty close, but there was a consensus that they were not entirely feeling the love.

Also, base items that you could obtain based on things you did - whether tracked by event badges or faction - and display (in your base), ala Fortress of Solitude or The Watchtower, would be cool, I think.

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I'm surprised that so many of

I'm surprised that so many of the commenters in this thread have a negative view of costume rewards for faction reputation. So many people that I knew in COH really wanted items from NPC characters. not the whole get up but single items like the carnie hip scarf, or mask, or hair, or corset or really any one part of that costume. Specifically the Dark Ring Mistress. Usually the reason we couldn't get those items was that they would clip with anything that didn't exist on the default NPC costume.

I understand wanting to make player characters unique, but mixing and matching parts from NPC factions can create a very unique custom look. And as was said above it makes the most use of assets in the game. I suppose appropriate the counter argument is to make all the costume pieces available in the shop it accomplishes the same goal without the faction prereq. However I fear creating a huge library of shop only assets makes the game very expensive to those people that would be interested in NPC faction exclusives. Especially those with altitis. 20 faction groups each with a $5 costume set is $100. With time as new costume pieces are being added that increases to 200 costume sets at 5 dollars a pop. Having a non-RMC way to earn those sets would be good.

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Grimfox wrote:
Grimfox wrote:

I understand wanting to make player characters unique, but mixing and matching parts from NPC factions can create a very unique custom look. And as was said above it makes the most use of assets in the game. I suppose appropriate the counter argument is to make all the costume pieces available in the shop it accomplishes the same goal without the faction prereq. However I fear creating a huge library of shop only assets makes the game very expensive to those people that would be interested in NPC faction exclusives. Especially those with altitis. 20 faction groups each with a $5 costume set is $100. With time as new costume pieces are being added that increases to 200 costume sets at 5 dollars a pop. Having a non-RMC way to earn those sets would be good.

Then how about both possibilities?

Faction rep unlocks it for that character while buying it in cash shop unlocks it for the whole account. MWM has already said that a lot (most? all?) of "game play unlocks" of costume/aesthetic options would be handled that way.

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blacke4dawn wrote:
blacke4dawn wrote:

Grimfox wrote:
I understand wanting to make player characters unique, but mixing and matching parts from NPC factions can create a very unique custom look. And as was said above it makes the most use of assets in the game. I suppose appropriate the counter argument is to make all the costume pieces available in the shop it accomplishes the same goal without the faction prereq. However I fear creating a huge library of shop only assets makes the game very expensive to those people that would be interested in NPC faction exclusives. Especially those with altitis. 20 faction groups each with a $5 costume set is $100. With time as new costume pieces are being added that increases to 200 costume sets at 5 dollars a pop. Having a non-RMC way to earn those sets would be good.
Then how about both possibilities?
Faction rep unlocks it for that character while buying it in cash shop unlocks it for the whole account. MWM has already said that a lot (most? all?) of "game play unlocks" of costume/aesthetic options would be handled that way.

^^^^^^^^^^^

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I'm Definitely not going to

I'm Definitely not going to pay real-money for cheesy costume bits. If Faction is the way to unlock them, then let it be so - Except, there will obviously be factions that I, personally, just can't support. Perhaps there ought to be a way to... steal items from the factions, by becoming their worst enemies? "Ah, the beret? Pretty cool, isn't it? Yeah, I stole it from a Master Mime, when I took down a Crime Clowns base."

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i like Doctor Tyche unlock

i like Doctor Tyche unlock idea too.
more variety and ways to get them is always a good thing in my mind as long as it can be done from playing the game and not only by using real money, for the faction stuff i mean.

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Fireheart wrote:
Fireheart wrote:

I'm Definitely not going to pay real-money for cheesy costume bits. If Faction is the way to unlock them, then let it be so - Except, there will obviously be factions that I, personally, just can't support. Perhaps there ought to be a way to... steal items from the factions, but becoming their worst enemies? "Ah, the beret? Pretty cool, isn't it? Yeah, I stole it from a Master Mime, when I took down a Crime Clowns base."
Be Well!
Fireheart

I agree that we shouldn't get stuck in the mindset that we must always do "good/favorable" things for factions just to get any unlocks from them. For example if I'm going to play as a naughty villain I would think that I'd want to steal/cheat my way into getting cool stuff at least some of the time.

I'm not suggesting that every faction must have both a "do good things to get a prize" path AND a "do evil things to steal a prize" path. But I would hope that there'll be at least a few factions where I can do "sinister" things against them and gain cool things for doing that.

CoH player from April 25, 2004 to November 30, 2012

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Perhaps the reward tiers for

Perhaps the reward tiers for factions can be based on an absolute scale. While the faction standing can be both positive and negative. If you gain +20 faction standing you get access to the Rooks jacket. If you have -20 faction standing you also gain access to the jacket.

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Lothic
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Joined: 10/02/2013 - 00:27
Grimfox wrote:
Grimfox wrote:

Perhaps the reward tiers for factions can be based on an absolute scale. While the faction standing can be both positive and negative. If you gain +20 faction standing you get access to the Rooks jacket. If you have -20 faction standing you also gain access to the jacket.

Something like this would probably work in at least some cases. Like I said it might not directly make sense all the time (depending on the exact nature of a given faction) but there ought to be at least a few situations where (for example) if I sneak into and trash enough safe-houses of Gang XYZ I should be able to steal one of their signature jackets.

CoH player from April 25, 2004 to November 30, 2012

Huckleberry
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Joined: 01/03/2016 - 08:39
Grimfox wrote:
Grimfox wrote:

Perhaps the reward tiers for factions can be based on an absolute scale. While the faction standing can be both positive and negative. If you gain +20 faction standing you get access to the Rooks jacket. If you have -20 faction standing you also gain access to the jacket.

This could definitely work as having a -20 reputation with the Rooks could open up either an undercover mission or a mission in which you get or take an outfit. I am definitely all about using missions to tell a story to get things instead of just gifting them.

Potential Titans:
Trap Spider - the little spider rides a big robot
Thunderbird Priest - conduit of the Thunderbird spirit
Lovebot - programmed to love man, gives tough love to mankind
Schwarzchild - singularity-manipulating time traveller is lost

dreamcatcher
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Fireheart wrote:
Fireheart wrote:

I'm Definitely not going to pay real-money for cheesy costume bits. If Faction is the way to unlock them, then let it be so - Except, there will obviously be factions that I, personally, just can't support. Perhaps there ought to be a way to... steal items from the factions, but becoming their worst enemies? "Ah, the beret? Pretty cool, isn't it? Yeah, I stole it from a Master Mime, when I took down a Crime Clowns base."
Be Well!
Fireheart

A reputation doesn't have to be 'good' or positive. You can be infamous with the Black Rose, for example, as a die hard do-gooder hero.

Reputation, as a concept, does not have an inherent alignment association; I get that most games implement it that way, though, as a rather limited way of looking at said concept.

Reward can be based on a sliding scale of value, and the type of reputation has no impact.

of Phoenix Rising
Am I