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Community Developer - Travel Powers

 
#5197
7 years 4 months ago
So Super speed, teleport, flight, acrobatics, super jump (and alternate designs for those powers), and some gadgets who can give a lesser version of those powers (less speed or limited time use...)
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  • KidRad
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#5220
7 years 4 months ago
I would strongly object to travel power being restricted to lvl 15+. I think it should come way sooner, like lvl 5, or maybe even the first power you can pick after your original 2. At least for the first travel power. Second or more could come later, like lvl 25 or higher. But I would be annoyed having to run everywhere up to lvl 15, personally.

I would want super jump, flying (wings, rockets, superman style, etc), teleport, super speed, and vehicles/mounts as well in the future.
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#5226
7 years 4 months ago
Now as far as when travel powers will be unlocked, this is may change but we are looking at around level 15.

Sincec the map is currently painfully huge and quests are far a part , lvl 15 would quickly discourage most players. Right now 1 hour of walking on the map is all my brain can stand. Please don't make the same error other mmos did.

Also a pet peeve of mine.

Any joe shmo can buy a used cheap car and go 100 km per hour.

Superheroes have to walk until lvl 15 and look at jo shmo in his rust bucket pass them by.
Last Edit: 7 years 4 months ago by Myarkstir.
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  • Haplo
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#5231
7 years 4 months ago
I think it would be good to point out a couple of things here:
First of all, CoX did not grant travel until level 21 - most games don't grant special travel until somewhere around that area between 15-25.

Having said that - the zone maps were undeniably smaller, and this map is by all accounts only going to get bigger and bigger. So there needs to be some kind of meet in the middle here...

Option 1: Leave travel powers until level 10 or so, ok - but then you need to compact low level missions, content, sewers, etc. within a reasonable distance from world spawn so that people can either solo well or team-burn through their levels to make it through the rough start. This was an excellent strategy I believe in CoX that engendered teaming with people you'd never met. Wife and I met a lot of great people in sewer runs with new toons we made and ended up creating our supergroup that way.

Option 2: Grant travel at around level 5, and just restrict the speed / functionality of it. Just make it yet another scalable power that increases in functionality over time.

Just some ideas anyway.
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#5234
7 years 4 months ago
Haplo wrote:
I think it would be good to point out a couple of things here:
First of all, CoX did not grant travel until level 21 - most games don't grant special travel until somewhere around that area between 15-25.

Having said that - the zone maps were undeniably smaller, and this map is by all accounts only going to get bigger and bigger. So there needs to be some kind of meet in the middle here...

Option 1: Leave travel powers until level 10 or so, ok - but then you need to compact low level missions, content, sewers, etc. within a reasonable distance from world spawn so that people can either solo well or team-burn through their levels to make it through the rough start. This was an excellent strategy I believe in CoX that engendered teaming with people you'd never met. Wife and I met a lot of great people in sewer runs with new toons we made and ended up creating our supergroup that way.

Option 2: Grant travel at around level 5, and just restrict the speed / functionality of it. Just make it yet another scalable power that increases in functionality over time.

Just some ideas anyway.

From the coh wiki

Issue 21 reduced the unlock level of all power pools from level 6 to level 4. Issue 21 also reduced the level to choose a travel power to level 4 as well, and requires no prerequisite
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#5247
7 years 4 months ago
Myarkstir wrote:
From the coh wiki

Issue 21 reduced the unlock level of all power pools from level 6 to level 4. Issue 21 also reduced the level to choose a travel power to level 4 as well, and requires no prerequisite

What's your point exactly? So they simplified the entire game, including travel, the last year out of the 9+ we played it and... what? We want to start this game out with an easy button instead of giving it time to succeed first I guess?
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  • Moon
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#5248
7 years 4 months ago
I like all the visual ideas people are suggesting. There were four basic movement types in CoX (run fast on the ground, fly in any direction in the air, jump really high with some direction change mid-jump possible, zap from place to place). I liked the hybrid movements (ninja run, for example) and the macros for teleporting through the air.

The wall-crawling and web/vineslinging ideas introduce a different mechanic, requiring you to be near a vertical surface. I'm not sure how easy that would be to implement, but it would be really cool. Or, you could just animate the vines going up and have them go nowhere, and have it be sort of a sine-wave flight path.

Another completely different mechanic I thought of would be to base some travel powers on an alternate "ground" (or two or three, different layers in each zone for each different travel power), an invisible layer (with hills and valleys) above the ground. Maybe a hoverboard can only go so far from the ground, sort of like a landspeeder, or higher, like an ultralight (don't want to fly too high in one of those things). Disengaging the power would glide you down to the ground on a path from wherever you were. So, kind of a superjump that gets you to a certain height and then moves you along at the top of your curve, following the contours of an invisible second ground, until you disengage the power. Maybe one power wouldn't go up buildings but would give you more speed and would use a low "invisible ground" as its guide. Maybe another would allow you to change direction with the contour of buildings and zoom up them and down them at a higher "invisible ground". Maybe another could be like grabbing a cosmic zipline that would take you way up near the roof of the world and move you quite quickly but when you descend you land somewhat randomly and can't avoid mobs as easily. Some ideas.
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#5263
7 years 4 months ago
Moon wrote:

The wall-crawling and web/vineslinging ideas introduce a different mechanic, requiring you to be near a vertical surface. I'm not sure how easy that would be to implement, but it would be really cool. Or, you could just animate the vines going up and have them go nowhere, and have it be sort of a sine-wave flight path.

I want to bring up the DCUO version of doing this which I find much better than the CO version you mention where you just shoot a vine to nowhere and your still swinging. In the DCUO you can zipline horizontally to a building and jump from it and glide (ala Batman or Spider-Woman) till you're close enough to another building and repeat. However I've noticed that VO is far less populated by urban sprawl unlike Metropolis and Gotham in DCUO. So maybe beef up the zipline distance and boost the gliding so you can go longer or do a dive and glide move to get more distance like the Batman Arkham games. Some type of swing mechanic can be involved as well to use a zipline to attach to a building but use it to swing past it continuing your journey with a nice boost.

I'm trying to brainstorm this but I guess what I'm going for is a more immersive experience than CO's poor attempt.
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#5283
7 years 4 months ago
Using the earth to travel places, kind of like super speed but the earth is moving you..similar to what Toph did in avatar the last air bender.
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#5285
7 years 4 months ago
Dont know if this has been mentioned yet, and could be easy or hard depending on how its done. but what about an earth-esk traveling power where you just glide or slide around on the ground spraying a chosen element in front of you? Similar to how Ice Man from the X-men does it? and it could be customized having like ice, fire, acid, etc?
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#5292
7 years 4 months ago
Myarkstir wrote:
Haplo wrote:
I think it would be good to point out a couple of things here:
First of all, CoX did not grant travel until level 21 - most games don't grant special travel until somewhere around that area between 15-25.

Having said that - the zone maps were undeniably smaller, and this map is by all accounts only going to get bigger and bigger. So there needs to be some kind of meet in the middle here...

Option 1: Leave travel powers until level 10 or so, ok - but then you need to compact low level missions, content, sewers, etc. within a reasonable distance from world spawn so that people can either solo well or team-burn through their levels to make it through the rough start. This was an excellent strategy I believe in CoX that engendered teaming with people you'd never met. Wife and I met a lot of great people in sewer runs with new toons we made and ended up creating our supergroup that way.

Option 2: Grant travel at around level 5, and just restrict the speed / functionality of it. Just make it yet another scalable power that increases in functionality over time.

Just some ideas anyway.

From the coh wiki

Issue 21 reduced the unlock level of all power pools from level 6 to level 4. Issue 21 also reduced the level to choose a travel power to level 4 as well, and requires no prerequisite


You got the actual travel powers in COX at level 14 and before that level 6 you got hover, tp friend, flurry and jump kick. At level 14 you got the actual travel power. Level 20 was unlocked for group fly, tp group, whirlwind, Acrobatics. Power pools was awesome. I remember before they had respec. I actually grabbed all travel powers. Yep respec trial was that bomb. Issue 19 they got rid of fitness. then issue 21 it was set to level 4 and a 5th power come with it. So really level 15 isn't so bad. Look how it helped Champions and DCUO.
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  • ZeeHero
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#5300
7 years 4 months ago
Champions Online crushed CoH underfoot in that regard by giving travel powers as soon as a player finished the tutorial. I don't think that was enough though I want to have one travel power IN the tutorial. I mean, if we're super heroes and all...
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#5307
7 years 4 months ago
ZeeHero wrote:
Champions Online crushed CoH underfoot in that regard by giving travel powers as soon as a player finished the tutorial. I don't think that was enough though I want to have one travel power IN the tutorial. I mean, if we're super heroes and all...

Eeeeexactly. You should at least have the option to pick it. If you're a hardcore roleplayer and want to write into your story line that you train up your powers until you eventually get super speed or whatever, fine, but don't make the rest of us suffer for it.
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#5347
7 years 4 months ago
Well, why even have levels? Just give everyone powerset choices... then when you enter the world you're capped out. What's the point of pussyfooting around? If we're all superheroes, especially if we don't have a backstory that starts with this world... then we should already be at our full everything right?
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#5349
7 years 4 months ago
Hello AEGIS, thank you for taking the time to reach for the community's ideas!

So, here is my take on travel powers. I have an idea that would be independent from other powers as it would have its very own mechanic.

This idea is Levitation. No, this is not a flight power or a variant of it.

The way I think Levitation should work is that it would give the player a speedboost, albeit not as great as superspeed. It would also give a minor jump height boost. Just like flight, levitating players would be vulnerable to grounding effects (Assuming there are grounding effects). Levitation would also reduce the force of gravity on the player (The speed at which they fall) and perharps even make said player invulnerable to fall damage.

Furthermore :
Warning: Spoiler! [ Click to expand ]
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  • ZeeHero
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#5352
7 years 4 months ago
Haplo wrote:
Well, why even have levels? Just give everyone powerset choices... then when you enter the world you're capped out. What's the point of pussyfooting around? If we're all superheroes, especially if we don't have a backstory that starts with this world... then we should already be at our full everything right?

You're equating a basic quality of life improvement with negating progression. Not the best logic.

There has to be some kind of progression, but travel powers being basic quality of life for moving around in a super hero game need not be part of it.
There is tremendous life and personality in a name. It should be at least as agonized over as any character trait.”
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#5354
7 years 4 months ago
ZeeHero wrote:
Haplo wrote:
Well, why even have levels? Just give everyone powerset choices... then when you enter the world you're capped out. What's the point of pussyfooting around? If we're all superheroes, especially if we don't have a backstory that starts with this world... then we should already be at our full everything right?

You're equating a basic quality of life improvement with negating progression. Not the best logic.

There has to be some kind of progression, but travel powers being basic quality of life for moving around in a super hero game need not be part of it.

The argument is intentionally over-the top (I guess I should have put /sarc at the end), but logically it unfortunately holds up just fine.
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#5356
7 years 4 months ago
No, it was fairly obviously sarcasm. I do however agree (edit: with Zee) that travel powers should be a starting thing, or atleast close TO a starting thing, for one reason: winged characters.


Winged heroes / villains are a staple in-and-of-themselves, and I'm saying this even if it sounds like I'm stating the obvious, but NOTHING with wings, is going to choose to walk towards saving people or stealing candy from a baby, when they could just as easily--and much more quickly--fly. Thus, making characters with wings wait to fly (or making them wait to get the wings in the first place) is somewhat.. Maybe not the best policy.
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I wage it, thus am I Wrath.
I will it, thus am I Pride.
Last Edit: 7 years 4 months ago by Cekseiro.
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#5362
7 years 4 months ago
With all due respect, this topic is starting to derail from the original subject.

AEGIS asked about potential travel powers, not the time at which a character should receive it.
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#5375
7 years 4 months ago
Seems to be related to me. Specifically, the potential for lower level travel powers, that are less functional than higher level ones. Those are two different classes of travel powers.

I mean, I'd be happy with even a sprint function. Anything to make it less of a grind to get around. And yea, if you have wings, it is completely logically incoherent for you to not be able to fly for 15 levels.
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