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Your most memorable "features" in the old game

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turett
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Your most memorable "features" in the old game

I just finished reading the thread for the most recent update and hoo boy. I just wanna do something to take everyone's mind off of the new delay so I'm gunna talk about some of my favorite "features" of the old game. I'm sure a similar post exists, but I don't know how to look for it.

-There was a crack in the war wall in Faultline. If you flew into it it would lead out of bounds of the map. It was essentially just a void. There were buildings floating in the void that you could fly through. Like the ghosts of buildings. Any time I was in a team in faultline, and there was some down time while waiting for everyone else I'd be in the crack flying around killing time. I've checked in paragon chat and the crack is gone so it must've been patched up some time before the end of the game.

-Magic spider webs: If you were in a building that had spiderwebs in the corner of the room, and you zoomed out to look through the webs, all the auras and powers went invisible. Costume auras and power auras didn't exist. Power effects were nonexistant. It was like a bunch of kids pretending to throw fireballs and ice shards at each other. "No man I hit you with my force blast! You're dead, why aren't you on the ground?!"

I'm sure there's more, but it's been years since I've played so I don't remember them all currently. What was your favorite "feature"?

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BUT WHAT'S IN THERE?!!

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I was never able to access it

I was never able to access it - but the "matrix room" under the Talos map?

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turett wrote:
turett wrote:

What was your favorite "feature"?

Hands down ... The Community of Players.

Beyond that, City of Heroes had Samuraiko Productions ...

And we had the Dance Gun ...

And Getting A New Costume with Serge ...

And the Gift of the M.A.G.I. with Azuria ...

Ah ... the memories ...!


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For the first few years,

For the first few years, there was a hole in the trees in perez park. Back next to the lake where you would fight hydras, there was a path in the woods that went to a dead end, and flying or jumping at the edge of the trees and the wall let you get behind the treeline. You could look out and see hero's traveling around the maze in the forest. You could pop out occasionally and shoot at circle of thorns mages. Back in the days before supergroup bases, I used to take my sg mates back there for meetings. Over the years I found another entrance or two. Was great fun when perez was a popular zone.

turett
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Redlynne wrote:
Redlynne wrote:
turett wrote:

What was your favorite "feature"?

Hands down ... The Community of Players.

Beyond that, City of Heroes had Samuraiko Productions ...

And we had the Dance Gun ...

And Getting A New Costume with Serge ...

And the Gift of the M.A.G.I. with Azuria ...

Ah ... the memories ...!

Oh man I remember samuraiko! That takes me waaaaaaay back.

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Another one I just thought of

Another one I just thought of! In the labs in peregrine island the elevators to the portals. If you used the elevator and then backed up into the open door you could get locked into the elevator shaft. We used to have parties in the elevator. Place a boombox down and dance it up

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turett wrote:
turett wrote:
Redlynne wrote:
turett wrote:

What was your favorite "feature"?

Hands down ... The Community of Players.

Beyond that, City of Heroes had Samuraiko Productions ...

And we had the Dance Gun ...

And Getting A New Costume with Serge ...

And the Gift of the M.A.G.I. with Azuria ...

Ah ... the memories ...!

Oh man I remember samuraiko! That takes me waaaaaaay back.

Michelle is good people and is very active on Twitter!

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Tanker Tuesdays on Champion.

Tanker Tuesdays on Champion.

City of Heroes:
Altruist, lvl 50 Invul/SS Tank
Ellodie, lvl 50 WP/Fire Tank
Omega Centauri, lvl 50 SS/Invul Brute
Project Carnivore, lvl 50 Claws/Regen Scrapper
Guardian, lvl 50 PB
Marc Century, lvl 50 Invul/EM Tank

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The works of Samuaiko are way

The works of Samuaiko are way up there. What else...

* The Blue Room: https://www.deviantart.com/revanantmorituri/art/Journey-To-The-Blue-Room-269665661 (Yes, I made my own guide)
* Getting ten Kinetics together in Pocket D to overcome the inability to jump of Stone tankers.
* Zombies! https://www.deviantart.com/revanantmorituri/art/Grand-Theft-Auto-Dark-Astoria-164413611 (Freezing Rain and Vazhilok combined drove me to buy into the game originally!)
* And the Costume creator. 'Nuff said.

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Just killing time in Atlas

Just killing time in Atlas watching all the costumes and contests. Or just doing radio/paper missions. Other games have tried repeatable 'bit' content like WoW's world quests, but they don't tend to feel like actual quests in the same way paper/radio missions did...

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Well, everything already

Well, everything already mentioned (though I didn't find those cool holes in the map), plus I spent HOURS on Mids making builds for my and my family's favorite characters.

I loved getting to understand what their theme and playstyle was and then putting together the best build that fit both. Theme, look, story, and fun first, always--but who doesn't like to kick some serious ass too :D?

FIGHT EVIL! (or go cause trouble so the Heroes have something to do.)

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An all mastermind ITF, or all

An all mastermind ITF, or all illusion ITF. both were a blast. Absolutely no loot drama. The bug where my stone tanker appeared to not be in granite when it was on.

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alltrueist wrote:
alltrueist wrote:

Tanker Tuesdays on Champion.

Classic. Back in the hey-day, we used to have a function almost every night of the week on Champ! #Memories

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Cobalt Azurean wrote:
Cobalt Azurean wrote:
alltrueist wrote:

Tanker Tuesdays on Champion.

Classic. Back in the hey-day, we used to have a function almost every night of the week on Champ! #Memories

Same group as the ones on Justice server as well. Champions and Justice is like twins of each other.

-AlienMafia (Justice Server)
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So I just remembered a little

So I just remembered a little feature I liked.

It wasn't the random fires to put out.
It wasn't the Rikti War Zone.
It wasn't being able to do the Imperious Task Force each day.
It wasn't the Troll Raids in Skyway.
It wasn't Ouroborus.

It was all of it, how it all existed and wasn't shoved in your face. They were immersive elements of the game, not a checklist.

You would log in and say: "What do *I* feel like doing today?"

This will be slightly exaggerated but logging into WoW you get blasted with all the things you're *supposed* to do. Before you finishing thinking what you WANT to do you are reminded if the following question. Have you yet done the following; Daily Heroic Dungeon, Weekly +10 Mythic Dungeon, Weekly LFR Raid, Weekly Normal/Heroic Raid, Daily Battleground, Daily Epic Battleground, Daily Emissary World Quests, Is there a faction invasion on going, weekly world pvp quest, weekly arenas, is the pvp brawl available, this week's event (did you do your pet battles? it's pet battle week!), the weekly world boss, the current active phase for war fronts, weekly island expeditions, seasonal event dailies?

CoH never said 'Have you done X today?'. You ran a task force if you felt like it. You went to the Rikti Warzone if you felt like it or wanted Vanguard stuff. You went to Ouroboros if you felt like it. You went to AE if you felt like it. You went to the Ski Chalet at Christmas if you felt like it.

CoH was like being home. You know (or find) things to do on your own time. It's up to you if you go to the go karts across town or stay home and watch TV. You eat what and when you want. WoW is like being at an annoying Aunt's, even if you just want to watch TV she won't stop asking what else you want to do and mentioning the various attractions around town. She keeps placing snacks you didn't want in front of you and commenting how you didn't eat much, following by deciding what's for dinner and when you'll eat it, even if you're not hungry yet.

I just... I miss logging into an MMO and asking myself what I feel like doing instead of feeling like I'm falling behind on some checklist.

Sorry, that turned into a bit of a rant.

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My most memorable moment was

My most memorable moment was when I finally got high enough in the incarnate tree to get a power that let's me roundhouse kick everyone in a cone in front of me in the face

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McJigg wrote:
McJigg wrote:

So I just remembered a little feature I liked.

It wasn't the random fires to put out.
It wasn't the Rikti War Zone.
It wasn't being able to do the Imperious Task Force each day.
It wasn't the Troll Raids in Skyway.
It wasn't Ouroborus.

It was all of it, how it all existed and wasn't shoved in your face. They were immersive elements of the game, not a checklist.

You would log in and say: "What do *I* feel like doing today?"

This will be slightly exaggerated but logging into WoW you get blasted with all the things you're *supposed* to do. Before you finishing thinking what you WANT to do you are reminded if the following question. Have you yet done the following; Daily Heroic Dungeon, Weekly +10 Mythic Dungeon, Weekly LFR Raid, Weekly Normal/Heroic Raid, Daily Battleground, Daily Epic Battleground, Daily Emissary World Quests, Is there a faction invasion on going, weekly world pvp quest, weekly arenas, is the pvp brawl available, this week's event (did you do your pet battles? it's pet battle week!), the weekly world boss, the current active phase for war fronts, weekly island expeditions, seasonal event dailies?

CoH never said 'Have you done X today?'. You ran a task force if you felt like it. You went to the Rikti Warzone if you felt like it or wanted Vanguard stuff. You went to Ouroboros if you felt like it. You went to AE if you felt like it. You went to the Ski Chalet at Christmas if you felt like it.

CoH was like being home. You know (or find) things to do on your own time. It's up to you if you go to the go karts across town or stay home and watch TV. You eat what and when you want. WoW is like being at an annoying Aunt's, even if you just want to watch TV she won't stop asking what else you want to do and mentioning the various attractions around town. She keeps placing snacks you didn't want in front of you and commenting how you didn't eat much, following by deciding what's for dinner and when you'll eat it, even if you're not hungry yet.

I just... I miss logging into an MMO and asking myself what I feel like doing instead of feeling like I'm falling behind on some checklist.

Sorry, that turned into a bit of a rant.

This is HUGE. This is a big part of why I still haven't found another game to call home after all these years.

FIGHT EVIL! (or go cause trouble so the Heroes have something to do.)

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Oh yes. I remember when

Oh yes. I remember when Demonology came out: running with seven Masterminds, and one Widow to crank all the demons up to 11, was a (slightly laggy) blast.

One of our signature villain groups was the Gunbunnies: all Corruptors, all Assault Rifle, all different secondaries, all dressed as $MaxHeight Playboy bunnies, color coded to their powers (before color customization). Ah, the memories of Statesman bouncing across the landscape after taking eight boosted sniper rifle shots to the back of the head at once...

"We're the Gunbunnies, our problems come to us!" (Me, reminding teammates with scrapperlock to stay in the buffing mist/shadow/radiation/kinetic/leadership circle)

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My favorite feature was that

My favorite feature was that the IO system was optional and they stuck to it. I know it's rather uncommon on the forums but IOs weren't a minigame I wanted to bother with and I wasn't punished for it in game difficulty or in teaming. In teaming, being a solid player was usually more valuable than being min maxed and unreliable.

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McJigg wrote:
McJigg wrote:

You would log in and say: "What do *I* feel like doing today?"

Every other MMO I've played eventually started to feel like a job. CoH always felt like time off. Such a huge range of possible ways to play and enjoy, or just hang out.

Everything felt worth doing, if you felt like doing it.

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Geveo wrote:Every other MMO I
Geveo wrote:

Every other MMO I've played eventually started to feel like a job. CoH always felt like time off.

+1

FIGHT EVIL! (or go cause trouble so the Heroes have something to do.)

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Geveo wrote:
Geveo wrote:
McJigg wrote:

You would log in and say: "What do *I* feel like doing today?"

Every other MMO I've played eventually started to feel like a job. CoH always felt like time off. Such a huge range of possible ways to play and enjoy, or just hang out.

Everything felt worth doing, if you felt like doing it.

The option to have a dozen or more alts per server certainly helped there.

(Note to self: ask in an appropriate thread how the whole servers/layers/unique character names thing will be hashed out)

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Seschat wrote:
Seschat wrote:

(Note to self: ask in an appropriate thread how the whole servers/layers/unique character names thing will be hashed out)

In a nutshell CoT will be using the "one mega-server" approach with "global account" names. This means all your individual characters will be in the same virtual "place" and you'll be able to name them whatever you want.

The only real question is how many alts each account will be able to have. The current working assumption is that we'll start with a given relatively low number of character slots (say 8 for argument's sake) and that we'll be able to buy/earn/unlock many more than that in various ways.

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

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Lothic wrote:
Lothic wrote:
Seschat wrote:

(Note to self: ask in an appropriate thread how the whole servers/layers/unique character names thing will be hashed out)

In a nutshell CoT will be using the "one mega-server" approach with "global account" names. This means all your individual characters will be in the same virtual "place" and you'll be able to name them whatever you want.

The only real question is how many alts each account will be able to have. The current working assumption is that we'll start with a given relatively low number of character slots (say 8 for argument's sake) and that we'll be able to buy/earn/unlock many more than that in various ways.

I get having to keep caps on the character slots (data does take space) but lets not forget that a decade ago COH was available with easily 8-12 slots per server and there were like 12 or more servers, so there were many more than 8 total before having to buy more. I didn't always play the same server, in fact I had several servers maxed out on alts. So perhaps they keep in mind "buying" slots after a mere 8 or so are filled isn't something everyone will readily embrace.

I do like the idea of getting a new slot every time you hit max level with a character. Encourages playing all the material out not just the low level stuff everyone becomes fond of. Personally, given its a "mega-server" and every character is available without changing servers I would think a nice starting base would be two slots per available archetype. Then either get some focus, delete a character or buy some slots. That seems fair to me but that's just me.

"A sad spectacle. If they be inhabited, what a scope for misery and folly. If they be not inhabited, what a waste of space." ~ Thomas Carlyle

Lothic
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rookslide wrote:
rookslide wrote:
Lothic wrote:
Seschat wrote:

(Note to self: ask in an appropriate thread how the whole servers/layers/unique character names thing will be hashed out)

In a nutshell CoT will be using the "one mega-server" approach with "global account" names. This means all your individual characters will be in the same virtual "place" and you'll be able to name them whatever you want.

The only real question is how many alts each account will be able to have. The current working assumption is that we'll start with a given relatively low number of character slots (say 8 for argument's sake) and that we'll be able to buy/earn/unlock many more than that in various ways.

I get having to keep caps on the character slots (data does take space) but lets not forget that a decade ago COH was available with easily 8-12 slots per server and there were like 12 or more servers, so there were many more than 8 total before having to buy more. I didn't always play the same server, in fact I had several servers maxed out on alts. So perhaps they keep in mind "buying" slots after a mere 8 or so are filled isn't something everyone will readily embrace.

I do like the idea of getting a new slot every time you hit max level with a character. Encourages playing all the material out not just the low level stuff everyone becomes fond of. Personally, given its a "mega-server" and every character is available without changing servers I would think a nice starting base would be two slots per available archetype. Then either get some focus, delete a character or buy some slots. That seems fair to me but that's just me.

Well again I used the number 8 for argument's sake. Maybe CoT will be giving us like 32 or 64 to start off with. ;)

Let's keep in mind that the purchase of character slots will likely be considered a fundamental micro-transaction item in the cash store. If the Devs force us to buy too many then sure some people will likely be upset by that. On the other hand if the Devs give away too many then almost no one will need to buy them and the Devs lose money. Basically the Devs will have to strike a compromise that'll satisfy the most players as well as their profit margin.

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

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I agree with Lothic. ???? (I

I agree with Lothic. ???? (I know, right?) 8 to 10 to start, a new one everytime you hit max, a new one (or two) every year (account anniversary), purchasable ones, etc. The list goes on for potential here.

Yes there were people who had over a hundred alts, but there were as many people who only had 4 or 5. So aiming for an average of 50 or so after a year or two of playing sounds about right.

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StellarAgent wrote:
StellarAgent wrote:

I agree with Lothic. ???? (I know, right?) 8 to 10 to start, a new one everytime you hit max, a new one (or two) every year (account anniversary), purchasable ones, etc. The list goes on for potential here.

Yes there were people who had over a hundred alts, but there were as many people who only had 4 or 5. So aiming for an average of 50 or so after a year or two of playing sounds about right.

I figure even if you're the misguided type who generally hates my existence here (I'm looking at you Flesh Forge) I can still serve as a "Stopped Clock" for you. ;)

Back to the point at hand when you account for all the ways we'll likely get "free" character slots (via all the ways you mentioned) it still actually makes sense to me that the starting number of character slots will be relatively low (8?) so that it has room to grow upward.

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

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Lothic wrote:
Lothic wrote:

In a nutshell CoT will be using the "one mega-server" approach with "global account" names. This means all your individual characters will be in the same virtual "place" and you'll be able to name them whatever you want.

So fairly close to the CO model. I can live with that. My main might technically be Seschat@Seschat, and that annoying pretender to my name would be Seschat@L33TDUD3, but the system (and our friends) would have no difficulty telling us apart.

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Assuming power leveling can

Assuming power leveling can be curbed I've always liked the idea of unlocking another character slot each time you get one to max level. But one can never curb power leveling, not without somehow screwing over the average player.

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Seschat wrote:
Seschat wrote:
Lothic wrote:

In a nutshell CoT will be using the "one mega-server" approach with "global account" names. This means all your individual characters will be in the same virtual "place" and you'll be able to name them whatever you want.

So fairly close to the CO model. I can live with that. My main might technically be Seschat@Seschat, and that annoying pretender to my name would be Seschat@L33TDUD3, but the system (and our friends) would have no difficulty telling us apart.

Yes - it was one of the few things CO got right. :)

There have been many discussions here about people being worried about "pretenders" using their character's names. My thinking on the matter is that the actual chances of two players accidentally bumping into each other in-game with the exact same character name is likely going to be amazingly remote. I'm sure if you did the math the odds would be akin to being stuck by lightning or the like.

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

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McJigg wrote:
McJigg wrote:

Assuming power leveling can be curbed I've always liked the idea of unlocking another character slot each time you get one to max level. But one can never curb power leveling, not without somehow screwing over the average player.

why would you curb power leveling? having a variety of toons to bring on any given activity was one of the great things about cox. The only classes that I didnt keep a bunch of was dominators and corruptors.

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ivanhedgehog wrote:
ivanhedgehog wrote:
McJigg wrote:

Assuming power leveling can be curbed I've always liked the idea of unlocking another character slot each time you get one to max level. But one can never curb power leveling, not without somehow screwing over the average player.

why would you curb power leveling? having a variety of toons to bring on any given activity was one of the great things about cox. The only classes that I didnt keep a bunch of was dominators and corruptors.

Because, generally speaking, it creates or contributes to being a poor player. It's rare that I teamed with someone that I found out was a PLer that could play their character as well as someone else who leveled the same thing in the traditional/conventional manner. It mostly has to do with betraying the learning curve and not knowing the small intricacies of playing a character thoroughly well.

Mind you, I was aware of some people that knew their archetypes front and back and were also PLers. But, again, that was the exception and not the rule. I saw far, far more AE Babies or DFBers running around not even knowing how to use the Tram to leave AP.

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Cobalt Azurean wrote:
Cobalt Azurean wrote:

I saw far, far more AE Babies or DFBers running around not even knowing how to use the Tram to leave AP.

Yeah it was always entertaining when a team leader would randomly try to fill up a PUG and it became immediately clear that a new team member was "unexplainably clueless" about how to travel around in the game. Sometimes some people would try to be genuinely helpful but oftentimes you'd see a torrent of scathing insults tossed at the poor idiot a few milliseconds before he/she was dropped like a hot potato.

Full disclosure I sometimes PL'd characters to finish out a level here or there but I'm pretty sure I never participated in getting a new character jacked from 1 to 50 in 5 minutes (or whatever the typical time it took to PL something from 1 to 50 was). I simply never understood the appeal of having a 50 I had no clue how to play. *shrugs*

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

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Cobalt Azurean wrote:
Cobalt Azurean wrote:
ivanhedgehog wrote:
McJigg wrote:

Assuming power leveling can be curbed I've always liked the idea of unlocking another character slot each time you get one to max level. But one can never curb power leveling, not without somehow screwing over the average player.

why would you curb power leveling? having a variety of toons to bring on any given activity was one of the great things about cox. The only classes that I didnt keep a bunch of was dominators and corruptors.

Because, generally speaking, it creates or contributes to being a poor player. It's rare that I teamed with someone that I found out was a PLer that could play their character as well as someone else who leveled the same thing in the traditional/conventional manner. It mostly has to do with betraying the learning curve and not knowing the small intricacies of playing a character thoroughly well.

Mind you, I was aware of some people that knew their archetypes front and back and were also PLers. But, again, that was the exception and not the rule. I saw far, far more AE Babies or DFBers running around not even knowing how to use the Tram to leave AP.

that is utter horse apples. I knew people that played a tank for the entire length of the game from launch till shut down and they were lousy players. Really nice guy but absolutely horrible. Trying to pin that on power leveling is beyond wrong. Ioved to pl in coh, I tanked everything in the game including hami. any group of players will have their share of bad and good. I could say that all rp'ers are bad players and I would be wrong. what contributes to being a bad player is the inablity to learn how it works, it being mechanics, rotation, maps,any of a dozen things. The unwillingness to listen to constructive criticism. but pl'ing doesnt make bad players. a good player with a pl'd character will learn to be good on it, a bad player will never be good on it.

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ivanhedgehog wrote:
ivanhedgehog wrote:

but pl'ing doesnt make bad players.

Maybe not, but it sure acts as a mighty powerful attractor for bad players ... :/


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I recall one if my favorite

I recall one of my favorite alts, Bunny Fu, giant grey bunny with Twin Blades, a kung fu headband, and an angry look all topped with attitude, Foo’!

My favorite feature was getting into That character and Hopping around helping random people/teams, giving (and getting) attitude the entire time. Along the line of the “Do what You want” Culture previously brought up, RP seems pretty pointless if everybody is out taking care of their laundry list of Daily/Weekly MMO Chores - ie: it’s no fun being a clown if nobody’s watching...

Meh. Bah!

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Lothic wrote:
Lothic wrote:
Cobalt Azurean wrote:

I saw far, far more AE Babies or DFBers running around not even knowing how to use the Tram to leave AP.

Yeah it was always entertaining when a team leader would randomly try to fill up a PUG and it became immediately clear that a new team member was "unexplainably clueless" about how to travel around in the game. Sometimes some people would try to be genuinely helpful but oftentimes you'd see a torrent of scathing insults tossed at the poor idiot a few milliseconds before he/she was dropped like a hot potato.

Full disclosure I sometimes PL'd characters to finish out a level here or there but I'm pretty sure I never participated in getting a new character jacked from 1 to 50 in 5 minutes (or whatever the typical time it took to PL something from 1 to 50 was). I simply never understood the appeal of having a 50 I had no clue how to play. *shrugs*

I liked using pl to get to travel power, to bump a few levels to get to a tf I wanted in on.I used AE to get mats for crafting and not too much else.

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mehebah wrote:
mehebah wrote:

I recall one of my favorite alts, Bunny Fu, giant grey bunny with Twin Blades, a kung fu headband, and an angry look all topped with attitude, Foo’!

My favorite feature was getting into That character and Hopping around helping random people/teams, giving (and getting) attitude the entire time. Along the line of the “Do what You want” Culture previously brought up, RP seems pretty pointless if everybody is out taking care of their laundry list of Daily/Weekly MMO Chores - ie: it’s no fun being a clown if nobody’s watching...

I had an ill/emp that would fly in the sewers and heal sewer teams. That was just fun to do.

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For me, the best thing about

For me, the best thing about City of Heroes would have been the fact that the first person I ever teamed with in an MMO (as CoH was my first) was the last person I teamed with in game. We both stopped in front of the Shadow Shard Portal (I had been planning on meeting shutdown with a floating cross-legged pose on top of the Storm Palace, but there wasn't enough time).

It is only when we stand up, with all our failings and sufferings, and try to support others rather than withdraw into ourselves, that we can fully live the life of community.

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Redlynne wrote:
Redlynne wrote:
ivanhedgehog wrote:

but pl'ing doesnt make bad players.

Maybe not, but it sure acts as a mighty powerful attractor for bad players ... :/

And while good players were likely involved in PLing to various degrees the PLing by itself didn't -make- them good players.
Actually "playing" the game is the only way a good player becomes good in the first place.

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

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Terwyn wrote:
Terwyn wrote:

For me, the best thing about City of Heroes would have been the fact that the first person I ever teamed with in an MMO (as CoH was my first) was the last person I teamed with in game. We both stopped in front of the Shadow Shard Portal (I had been planning on meeting shutdown with a floating cross-legged pose on top of the Storm Palace, but there wasn't enough time).

Yo, that's beautiful!

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Lothic wrote:
Lothic wrote:

There have been many discussions here about people being worried about "pretenders" using their character's names. My thinking on the matter is that the actual chances of two players accidentally bumping into each other in-game with the exact same character name is likely going to be amazingly remote. I'm sure if you did the math the odds would be akin to being stuck by lightning or the like.

So one in one for any fight Seschat is in. :D (Should be a mix of electrical and mental sf/x once things get going.)

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ivanhedgehog wrote:
ivanhedgehog wrote:
Cobalt Azurean wrote:
ivanhedgehog wrote:
McJigg wrote:

Assuming power leveling can be curbed I've always liked the idea of unlocking another character slot each time you get one to max level. But one can never curb power leveling, not without somehow screwing over the average player.

why would you curb power leveling? having a variety of toons to bring on any given activity was one of the great things about cox. The only classes that I didnt keep a bunch of was dominators and corruptors.

Because, generally speaking, it creates or contributes to being a poor player. It's rare that I teamed with someone that I found out was a PLer that could play their character as well as someone else who leveled the same thing in the traditional/conventional manner. It mostly has to do with betraying the learning curve and not knowing the small intricacies of playing a character thoroughly well.

Mind you, I was aware of some people that knew their archetypes front and back and were also PLers. But, again, that was the exception and not the rule. I saw far, far more AE Babies or DFBers running around not even knowing how to use the Tram to leave AP.

that is utter horse apples. I knew people that played a tank for the entire length of the game from launch till shut down and they were lousy players. Really nice guy but absolutely horrible. Trying to pin that on power leveling is beyond wrong. Ioved to pl in coh, I tanked everything in the game including hami. any group of players will have their share of bad and good. I could say that all rp'ers are bad players and I would be wrong. what contributes to being a bad player is the inablity to learn how it works, it being mechanics, rotation, maps,any of a dozen things. The unwillingness to listen to constructive criticism. but pl'ing doesnt make bad players. a good player with a pl'd character will learn to be good on it, a bad player will never be good on it.

Well, yeah. A bad player is a bad player no matter what. I'm not saying those situations were exclusive. In fact, I made a point of saying that it generally contributes to being a poor player. Clearly you enjoyed powerleveling, and if you were a good enough player to begin with that could crush that learning curve, then good on you. But for every good player that you say were PLers, I could point to ten AE babies that aren't.

Now obviously the topic of PLing is near and dear to you, but I don't honestly care enough about the topic to further debate it through the lens of our anecdotal experiences. I've said my piece and I'm out.

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The introduction of ragdoll

The introduction of ragdoll physics: I spent a full week, and many down times later, on pummeling Outcasts just right so that they sailed onto and then down the bridge railings. If done just right you could get one from the apex to the cross street. Little things, huh? lol

Costume contests and dance parties in Atlas Park as well as creativity like this. (no connection to the creator btw)

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Adrenalin wrote:
Adrenalin wrote:

The introduction of ragdoll physics: I spent a full week, and many down times later, on pummeling Outcasts just right so that they sailed onto and then down the bridge railings. If done just right you could get one from the apex to the cross street. Little things, huh? lol

Costume contests and dance parties in Atlas Park as well as creativity like this. (no connection to the creator btw)

That video brings back so much memories!

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@Fils Du Nord: Right?? It's

@Fils Du Nord: Right?? It's always been one of my favorites, though I still occasionally devour every CoH/V video still on Youtube.

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I once tried to list all the

I once tried to list all the awesome things CoH introduced, or was close to first anyway, many things still not in most games.

• Ragdoll physics
• PvP arenas (not new...but...)
• PvP arenas with up to 3 unlocked pets, preceded masterminds IIRC
• Invasions (temporarily static, but better than nothing, as this supremely exciting thing is ignored in most games because it interrupts Billy's cross-continental journey to grind with a friend. Sad!)
• Ski jump at Pocket D
• Pocket D
• 3D travel (goodbye low canyon/you can't climb this designs)
• Assassination hit squads against you...out in a zone where they could attack others.
• High speed, low level, cheap travel (Warcraft mount was a level 20 thing for ungodly 40 gold, and it let you move...2x as fast as running. Nah, 60mph s sweet, thanks! My sprint was 37 mph and my flight 58. Those warcraft horses are dogs.
• Sprint, for that matter.
• Combat jumping (took Warcraft over 10 years to introduce a half-bootied version in the demon hunter class.)
• Binding a key to /follow, usable to keep in melee range in combat. Deliberately disallowed in most games. Most...clueless...games.
• More will come to mind.

This game threw away more than most games ever had.

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Bases were my favourite

Bases were my favourite feature. The fact that they were functional in so many ways, storage, medical, teleporters, crafting, plus decorative with multiple possible themes. And, even more incredible, you could have consensual pvp base raids! (until that was disabled...). And there were defences you could place in your base, kill corridors and traps. The fact that all of these features required power and control facilities, so base pvp had tactical choices to be made apart from "lets just f*** sh*t up" (although you could just do that too if you wanted). There were backup power and control facilities also. Base pvp meant that people could effectively design their own battlegrounds, and have real skin in the game and ownership when it came to defending them. This was PVP integrated with PVE content in the best way possible. With all of this, Items of Power (https://paragonwiki.com/wiki/Items_of_Power) were really unnecessary.

Little side note/criticism. When first implemented bases were initially too expensive for solo players to maintain. When they made small bases affordable and larger ones a challenge to aspire to they opened up a lot of gaming content to players who otherwise would only ever have seen in a guild. When I first started playing COX I thought owning and designing a base was probably way too complicated and expensive for me but I was unimpressed with my guilds one. Eventually I created my own guild just to see if I could do better and boy did I wish I'd done that sooner. It was then that I realised I enjoyed player housing as a feature if done well, and in other games with only guild housing I would create my one man (and wife) guild just so I could play with the housing feature and "base build".

Bases in CoH/T/X were player housing done right. Integrated gameplay, consensual pvp and downtime pve time-sink all in one. Game features don't come better than that.

Player Builds & Enhancement Sets. I love how the devs made a build centric game without making it a gear centric game. Enhancement Sets were a genius idea. By making gear abstract and theme based, as enhancements, it maximised the re-useability of "gear" and kept it separate from appearance. Players never had to choose between appearance and functionality, but always had the best of both for their characters. And thanks to MIDS for the best toon builder ever. People should give shout-outs to him more often.

NO NEED OR GREED (NoG)! I have nothing but contempt for this system and applaud its absence from any game. My first mmo was actually GW1 which had/has personal loot, so when I started playing CoV back in 2007 I didn't notice the loot mechanism specifically as it was similar. Then I eventually tried out Champions Online which I heard was going to use a "Need or Greed" system and I thought "oh, that sounds cool, so we'll all be able to share everything and negotiate at drop time instead of on a market". If ever I was wrong about anything it was my first thoughts on the Need or Greed looting mechanism. Its anti community, and is often used to enhance gating mechanisms to slow down player progression. After having played games with NoG and without, I vote without everytime. Thank you CoX for showing me how loot can be positively implemented in a game. Anyone else here remember how common it was to see "gz!" chat when someone got a good drop and told the team in mission? So much more fun to read than playing loot accountant whilst watching out for ninja looters. I spit on NoG.

Control Ability Scaling. I loved that powers with hold, slow, stealth, perception, stun weren't a binary off/on. They scaled, and players could use enhancement sets to buff or ignore their abilities primary or secondary effects. This way there was room for toons with low damage but amazing holds or high perception that stealth was useless with. It increased the variety of toons and gameplay. I remember being told that my Dark/Dark Brute would never be able to debuff sufficiently the accuracy of the heroes in Lord Recluse Strike Force in order to tank them, but boy was that kudos well earnt when I managed to do just that. Because control/buff/debuff powers were not a binary of "off/on", but scaling and counterable, it added extra granularity to gameplay, and variety to builds.

RIP CoX. You did so much right and different in an industry awash with cookie cutter thinking, even after all these years. Maybe you needed to go to make room for better to follow, but what a standard you set, that those who never played you mock as too difficult, too expensive, or too much when we ask for the same bar in a different game.

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Bases were so

Bases were so underappreciated in CoH :(

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Redlynne wrote:
Redlynne wrote:
turett wrote:

What was your favorite "feature"?

Hands down ... The Community of Players.

Beyond that, City of Heroes had Samuraiko Productions ...

And we had the Dance Gun ...

And Getting A New Costume with Serge ...

And the Gift of the M.A.G.I. with Azuria ...

Ah ... the memories ...!

Samuraiko is still around. I saw them on a Celldweller, a industrial techno artist, video...for suicide awareness in the comment section.

I checked their channel and everything. It is them. I am glad they are still around. Although sad to hear that they have had such a hard time in life since then.

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Quote:
Quote:

Samuraiko is still around. I saw them on a Celldweller, a industrial techno artist, video...for suicide awareness in the comment section.
I checked their channel and everything. It is them. I am glad they are still around. Although sad to hear that they have had such a hard time in life since then.

Yeah, Michelle was mostly doing videos from playing RIFT after the shutdown. I honestly didn't know her on the forums until after I met her and her husband at the first HeroCon. In fact, she even hosted a panel at the second HeroCon about video editing and gave away some pretty decent software. She's good people.

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Geveo wrote:
Geveo wrote:
McJigg wrote:

You would log in and say: "What do *I* feel like doing today?"

Every other MMO I've played eventually started to feel like a job. CoH always felt like time off. Such a huge range of possible ways to play and enjoy, or just hang out.

Everything felt worth doing, if you felt like doing it.

It never felt like grinding -- the sidekick system combined with easy-share missions you didn't need a chain of prerequisites to join (uggggh...Tera) made leveling with others even if you were max already fun.

Warcraft is slowly introducing stuff CoH had, like now certain previous expansion continents are now "your level" so it doesn't matter where you go as you climb (to prevent repetitiveness.)

And demon hunter with a quasi-half-butted version of combat jumping.

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Gorgon wrote:
Gorgon wrote:
Geveo wrote:
McJigg wrote:

You would log in and say: "What do *I* feel like doing today?"

Every other MMO I've played eventually started to feel like a job. CoH always felt like time off. Such a huge range of possible ways to play and enjoy, or just hang out.

Everything felt worth doing, if you felt like doing it.

It never felt like grinding -- the sidekick system combined with easy-share missions you didn't need a chain of prerequisites to join (uggggh...Tera) made leveling with others even if you were max already fun.

Warcraft is slowly introducing stuff CoH had, like now certain previous expansion continents are now "your level" so it doesn't matter where you go as you climb (to prevent repetitiveness.)

And demon hunter with a quasi-half-butted version of combat jumping.

I hate wows level massacre. I want to improve as I level and every rodent and bunny rabbit shouldnt be a life threatening fight. Swatting a mosquito shouldnt require a full rotation at max level. I unsubbed from wow because of that.

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ivanhedgehog wrote:
ivanhedgehog wrote:

I hate wows level massacre. I want to improve as I level and every rodent and bunny rabbit shouldnt be a life threatening fight. Swatting a mosquito shouldnt require a full rotation at max level. I unsubbed from wow because of that.

I mentioned it a while ago in another thread's OP, but MMOs are, at the end of the day, about a power fantasy. WoW treats the player character like a meaningless dreg most of the time, and during the raids are the only time when you're allowed to be more, in-story. You can only do one thing (support, tank, or DPS) and nothing more, and the way they've changed leveling to be so much slower due to fights taking longer means you get way overly familiar with that one thing. Woe betide you if you want to level as a tank or healer, as it means your ability to kill is crippled even further.

You know what CoH did when it wanted to increase player challenge? It gave you the option to spawn more dudes, or increase enemy level. Or both, if that's what you really wanted and you were a badass. It also gave you the option to turn those down, in case you wanted an easier time completing stories. That was fun and great! It's also a relatively simple thing to add a framework to, compared to everything going on, though perhaps it relies somewhat heavily on the instance-based nature of CoH. Still, it feels like something more games should adopt, because defining your own power fantasy is a huge part of gaming.

An infinite number of tries doesn't mean that any one of those tries will succeed. I could flip an infinite number of pennies an infinite number of times and, barring genuine randomness, they will never come up "Waffles".

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I just wish I could bring AVs

I just wish I could bring AVs down to boss level....got so stuck on that silver mantis whoever

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desviper wrote:
desviper wrote:

I just wish I could bring AVs down to boss level....got so stuck on that silver mantis whoever

Depending on the storyarc and your team settings, they could and would spawn as Elite Bosses if you were solo.

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Yeah EB Silver Mantis was at

Yeah EB Silver Mantis was at equilibrium with my necro MM :( I couldn't summon faster than she put them down.

This was all pre-inventions I think.

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I like WoW's leveling changes

I like WoW's leveling changes, I like when more content is relevant.

A wolf is a wolf is a wolf. I don't see much difference between a wolf from the badlands or a wolf from Northrend, but a linear progression says "Hey, even though you can solo Molten Core, these new wolves on the Broken Isles are BEASTLY".
It also leads to a game where the newest zone is the only relevant zone to be in. Coming in patch 8.4, your new home for 8 months! Liked the continent of Zandalar? Too bad, it had it's 2 weeks of relevance, you live on this separate island now.

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One of my favorite features

One of my favorite features of CoH was that 'one more' on the team, as long as the Player knew what they were doing, could make the difference between success and failure. It didn't matter what AT that 'one more' was, either. Despite some of the team-leaders I've suffered, I learned that we DIDN'T need a 'healor', although some scenarios did work better with a controller-type to slow or lock-down certain mobs.

Be Well!
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Halae wrote:
Halae wrote:

You know what CoH did when it wanted to increase player challenge? It gave you the option to spawn more dudes, or increase enemy level. Or both, if that's what you really wanted and you were a badass. It also gave you the option to turn those down, in case you wanted an easier time completing stories. That was fun and great! It's also a relatively simple thing to add a framework to, compared to everything going on, though perhaps it relies somewhat heavily on the instance-based nature of CoH. Still, it feels like something more games should adopt, because defining your own power fantasy is a huge part of gaming.

Instancing, in so many ways, made CoH a better game than so many other MMOs. Some of the benefits it provided weren't necessarily immediately obvious. The ability to customize difficulty was definitely one of them.

One thing I personally HATE in so many other games is waiting for -- or dying to -- a respawn. Just running across an empty landscape, or pausing to heal up, grab a drink or a quick bio, and having something respawn right on top of you, because somebody else killed all the mobs there two minutes ago, so you didn't even know.

In some games, mobs even respawn inside instances. There's no such thing as "cleaning out" a map.

In CoH, if I went into an instance, it was MINE. I didn't have to worry about somebody racing past me to kill-steal the boss or the mission objective, and then having to wait five minutes for a respawn. And if I got ganked by a patrol, that was my own fault for not being thorough, but not because the mobs magically warped into existence behind me while I was looking the other way.

/endrant

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McJigg wrote:
McJigg wrote:

I like WoW's leveling changes, I like when more content is relevant.

A wolf is a wolf is a wolf. I don't see much difference between a wolf from the badlands or a wolf from Northrend, but a linear progression says "Hey, even though you can solo Molten Core, these new wolves on the Broken Isles are BEASTLY".
It also leads to a game where the newest zone is the only relevant zone to be in. Coming in patch 8.4, your new home for 8 months! Liked the continent of Zandalar? Too bad, it had it's 2 weeks of relevance, you live on this separate island now.

relevant content for you is not necessarily relevant for me. And wolves from different places are more or less powerful in real life. all bears are the same? tell that to a grizzly after all you have seen are b;\lack bears. there is no point in leveling if you never get more powerful in respect to the world around you.

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I'll admit to being in the

I'll admit to being in the minority of gamers here. But I just don't play for stats, I hate out leveling things. I feel powerful when I overcome something that is difficult, not when I start to kill things in one hit.

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McJigg wrote:
McJigg wrote:

I'll admit to being in the minority of gamers here. But I just don't play for stats, I hate out leveling things. I feel powerful when I overcome something that is difficult, not when I start to kill things in one hit.

Honestly, I play for both. It just depends on which itch I want to scratch. Some days I want to do something challenging and other days I just want to run sh*t over.

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Cobalt Azurean wrote:
Cobalt Azurean wrote:
McJigg wrote:

I'll admit to being in the minority of gamers here. But I just don't play for stats, I hate out leveling things. I feel powerful when I overcome something that is difficult, not when I start to kill things in one hit.

Honestly, I play for both. It just depends on which itch I want to scratch. Some days I want to do something challenging and other days I just want to run sh*t over.

I don't mind leveling up a given character slowly and THEN being powerful enough to "run sh*t over" once I've effectively earned it. :)

Case in point I've always chuckled when a brand new game launches and there are people who decide to want to hit the initial level cap in 3 milliseconds then bitch about how the game is not "ready for them" with huge amounts of end-game content. Duh...

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

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The fact that instanced

The fact that instanced characters wouldn't log out from being afk.

And the auction house; it was nice, simple and intuitive. WoW's system is a pain in the neck in comparison. CO's is even worse.

When people ask me about my religion, I tell 'em I'd worship Cthulhu.

How bad could I possibly be? Let's see...

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Literally throwing the

Literally throwing the kitchen sink at my enemy. And then throwing a forklift at them. XD

The super powers in that game felt super from the start and continued to feel more and more super to the end.

Although gravity control was very fun as mentioned above, it wasn't a matter of picking a favorite so much as what few I considered "least favorite" which still meant those few were fun.

And if I get started on supergroup base building, my post will get spammy. XD

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desviper wrote:
desviper wrote:

I just wish I could bring AVs down to boss level....got so stuck on that silver mantis whoever

Later on there was a setting to do exactly that -- change them into elite bosses.

I found this out when I turned it on, thinking it changed bosses into elite bosses, as I wanted a better challenge. Sadly I found out it didn't do that, but dropped AVs to merely elite bosses.

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The very existence of the taunting tank irritates, for it requires idiotic AI that obeys the taunt.

Lothic
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Gorgon wrote:
Gorgon wrote:
desviper wrote:

I just wish I could bring AVs down to boss level....got so stuck on that silver mantis whoever

Later on there was a setting to do exactly that -- change them into elite bosses.

I found this out when I turned it on, thinking it changed bosses into elite bosses, as I wanted a better challenge. Sadly I found out it didn't do that, but dropped AVs to merely elite bosses.

Right but once they allowed us to manually change the difficulty settings (the final update to this system was in Issue 16) you could crank things UP all the way so that MOBs would be +4 to your level and let you solo as if you were a team of 8. You could also choose to still fight bosses while solo and face AVs as AVs if you wanted.

I never really heard too many people complain that setting was -still- too easy. ;)

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

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Lothic wrote:
Lothic wrote:
Gorgon wrote:
desviper wrote:

I just wish I could bring AVs down to boss level....got so stuck on that silver mantis whoever

Later on there was a setting to do exactly that -- change them into elite bosses.

I found this out when I turned it on, thinking it changed bosses into elite bosses, as I wanted a better challenge. Sadly I found out it didn't do that, but dropped AVs to merely elite bosses.

Right but once they allowed us to manually change the difficulty settings (the final update to this system was in Issue 16) you could crank things UP all the way so that MOBs would be +4 to your level and let you solo as if you were a team of 8. You could also choose to still fight bosses while solo and face AVs as AVs if you wanted.

I never really heard too many people complain that setting was -still- too easy. ;)

Not on your own, certainly, heh. It was a shame that your ability to scale difficulty was reduced in a group - if you ran a team of 8 at x8/+4 you'd get the same enemy composition as if you were soloing, rather than getting enemy numbers as if you were a team of 64. I appreciate that engine limitations could start being a factor if you took the numbers too high, but my guess is the x8 cap was more because the scaling settings from x1 to x8 were already there for normal gameplay, so there wasn't a need to develop or test additional numbers and compositions. It seems unlikely x8 was a hard system limit at all periods of the game's development.

Increasing the numbers multiplier didn't necessarily increase actual enemy numbers, after all, it could just push minions to lieutenants and lieutenants to bosses in many of the enemy group templates. At x8 you still saw a decent number of minion enemies, so a setting that pushed them up would have been nice to have. With a seriously kitted 8 hero team, minions would evaporate in the first alpha strike anyway, so enemy forces entirely composed of the higher rank enemies would have been a noticeably different challenge.

DesViper
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Gorgon wrote:
Gorgon wrote:
desviper wrote:

I just wish I could bring AVs down to boss level....got so stuck on that silver mantis whoever

Later on there was a setting to do exactly that -- change them into elite bosses.

I found this out when I turned it on, thinking it changed bosses into elite bosses, as I wanted a better challenge. Sadly I found out it didn't do that, but dropped AVs to merely elite bosses.

Yes, I was aware of and employed that feature, but Elite Boss Silver Mantis was still more than enough for my Level 30 some MM.

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Tranquil Flower wrote:
Tranquil Flower wrote:
Lothic wrote:
Gorgon wrote:
desviper wrote:

I just wish I could bring AVs down to boss level....got so stuck on that silver mantis whoever

Later on there was a setting to do exactly that -- change them into elite bosses.

I found this out when I turned it on, thinking it changed bosses into elite bosses, as I wanted a better challenge. Sadly I found out it didn't do that, but dropped AVs to merely elite bosses.

Right but once they allowed us to manually change the difficulty settings (the final update to this system was in Issue 16) you could crank things UP all the way so that MOBs would be +4 to your level and let you solo as if you were a team of 8. You could also choose to still fight bosses while solo and face AVs as AVs if you wanted.

I never really heard too many people complain that setting was -still- too easy. ;)

Not on your own, certainly, heh. It was a shame that your ability to scale difficulty was reduced in a group - if you ran a team of 8 at x8/+4 you'd get the same enemy composition as if you were soloing, rather than getting enemy numbers as if you were a team of 64. I appreciate that engine limitations could start being a factor if you took the numbers too high, but my guess is the x8 cap was more because the scaling settings from x1 to x8 were already there for normal gameplay, so there wasn't a need to develop or test additional numbers and compositions. It seems unlikely x8 was a hard system limit at all periods of the game's development.

Increasing the numbers multiplier didn't necessarily increase actual enemy numbers, after all, it could just push minions to lieutenants and lieutenants to bosses in many of the enemy group templates. At x8 you still saw a decent number of minion enemies, so a setting that pushed them up would have been nice to have. With a seriously kitted 8 hero team, minions would evaporate in the first alpha strike anyway, so enemy forces entirely composed of the higher rank enemies would have been a noticeably different challenge.

Yeah I have no idea if the game could have technically handled going all the way up to the "64x" idea you're talking about. But I suspect even if it could have they would have still arbitrarily limited it to what we got just to "control" farming.

Remember most people think that the Devs of these games HATE farmers. They don't hate them, they just want to control just how much can be farmed per unit time. So I figure they might have decided that the hard "8x" setting (regardless if that was solo or with a team of 8 players) was as much as they were going to allow just so that people could not farm too quickly. This is also likely the reason they didn't give us a "make all minions into higher ranked MOBs" setting because again that would make farming too profitable.

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

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Just logging in, herding the

Just logging in, herding the music on the log in screen and the sound when you type. Makes me miss it so much.

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Hollow Earth wrote:
Hollow Earth wrote:

Just logging in, herding the music on the log in screen and the sound when you type. Makes me miss it so much.

Dude same!!!!!!! :(

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desviper wrote:
desviper wrote:
Hollow Earth wrote:

Just logging in, herding the music on the log in screen and the sound when you type. Makes me miss it so much.

Dude same!!!!!!! :(

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DesViper
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Bookmarked!!

Bookmarked!!

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desviper wrote:
desviper wrote:
Hollow Earth wrote:

Just logging in, herding the music on the log in screen and the sound when you type. Makes me miss it so much.

Dude same!!!!!!! :(

same here

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Geveo wrote:
Geveo wrote:

Instancing, in so many ways, made CoH a better game than so many other MMOs. Some of the benefits it provided weren't necessarily immediately obvious. The ability to customize difficulty was definitely one of them.

One thing I personally HATE in so many other games is waiting for -- or dying to -- a respawn. Just running across an empty landscape, or pausing to heal up, grab a drink or a quick bio, and having something respawn right on top of you, because somebody else killed all the mobs there two minutes ago, so you didn't even know.

In some games, mobs even respawn inside instances. There's no such thing as "cleaning out" a map.

In CoH, if I went into an instance, it was MINE. I didn't have to worry about somebody racing past me to kill-steal the boss or the mission objective, and then having to wait five minutes for a respawn. And if I got ganked by a patrol, that was my own fault for not being thorough, but not because the mobs magically warped into existence behind me while I was looking the other way.

/endrant

Well said! I couldn't agree more.

desviper wrote:
Gorgon wrote:
desviper wrote:

I just wish I could bring AVs down to boss level....got so stuck on that silver mantis whoever

Later on there was a setting to do exactly that -- change them into elite bosses.

I found this out when I turned it on, thinking it changed bosses into elite bosses, as I wanted a better challenge. Sadly I found out it didn't do that, but dropped AVs to merely elite bosses.

Yes, I was aware of and employed that feature, but Elite Boss Silver Mantis was still more than enough for my Level 30 some MM.

Yeah, I found her very tough to solo, even as an EB. But because content didn't level-match, if an EB was too tough even on easiest difficulty it was possible to go do other missions till one leveled and then come back and try again. In so many ways, the old game let us decide how we wanted to play instead of prescribing one sole method.

Nos482 wrote:

The fact that instanced characters wouldn't log out from being afk.

That was so useful! I expect it was an unintended feature, though, so I fear we won't have it in CoT. :-(

Spurn all ye kindle.