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More nemesis alerts - a LOT more

bobsy26bobsy26 Posts: 212 Arc User
edited December 2013 in Suggestions Box
As far as Grab, Burst and Smash alerts go, I'm actually struggling to think of a reason why we don't use player-nemeses for EVERY single one. I always try and get in the queue when I see a nemesis alert pop up, but they're such rare occasions that this hardly ever seems to happen. I've certainly never faced my own nemesis in an alert.

In the standard alerts, the pre-made villains are fine, but they don't offer anything that a nemesis could - other than the tiny amount of dialogue they give out, and this is only the fault of the pitifully small selection of nemesis personalities that we still have to work with. The villains are still just actors playing the set role of bank robber, radiation junkie etc.

There's no reason those actors couldn't be the ones that players have made. Rather than having a pool of 10-20 alert villains, you could have a pool of thousands.

So anyway: make every alert a nemesis alert. We make better villains than you do anyway, Cryptic.
Post edited by bobsy26 on

Comments

  • edited December 2013
    This content has been removed.
  • avianosavianos Posts: 6,178 Arc User
    edited December 2013
    Or... they could fix the Code which Picks the player without the Nemesis ISNTEAD of picking the player who actually MADE a nemesis!
    I mean really? 4 lvl 40 players with nemesis, and you had to pick the ONE without a nemesis for that darn Smash alert...

    I want to see more User-made villains ingame, it gives variety! After fighting the lore and contest winner villains so many times, I say that I want so more variety!

    MORE POWER TO NEMESIS!
    POWERFRAME REVAMPS, NEW POWERS and BUG FIXES > Recycled Content and Events and even costumes at this point Introvert guy who use CO to make his characters playable and get experimental with Viable FF Theme builds! Running out of Unique FF builds due to the lack of updates and synergies! Playing since 1 February 2011 128 + Characters (21 ATs, 107 FFs) ALTitis for Life!
  • bobsy26bobsy26 Posts: 212 Arc User
    edited December 2013
    gradii wrote: »
    I think the villains from actual champions lore are fine. even the contest winner ones are ok.

    still, we do need more variety of nemesis alerts, AND we shouldn't have to deal with "backstab" when someone on the team has an active nemesis.

    They're fine, but they're not any better than fine. And there's not enough variety there. The nemesis system is a near-infinite pool of resources that's barely being tapped.
  • wrathsoul1wrathsoul1 Posts: 680 Arc User
    edited December 2013
    gradii wrote: »
    I think the villains from actual champions lore are fine. even the contest winner ones are ok.

    still, we do need more variety of nemesis alerts, AND we shouldn't have to deal with "backstab" when someone on the team has an active nemesis.

    Except Ao and Darkness-powered nemeses... Compared to them, Cimetiere, Therakiel and even Gravitar would be cake.

    But yeah, I do want me some more nemesis alerts. Seriously, each of the nemesis personalities should give variations of each alerts.

    Hell, gimme a nemesis custom alert.
  • spinnytopspinnytop Posts: 16,450 Arc User
    edited December 2013
    I dunno... are Nemesis villains really all that interesting? Would this suggestion have been made so enthusiasticly if Nemesis villains didn't drop questionite boxes?

    Hell, I can just imagine the epidemic of Single Blade nemesis villains that this would cause, and the literally 5 second long fights that come with them.

    This would be a good idea if they first go in and make nemesis villains more interesting to fight first.


    Personally I'd prefer if they only used the strongest villains in alerts.... Cimetiere, Jack Fool, Ao'Qephoth, Madam Mayham.... the ones that actually feel like a fight rather than a mild session with a punching bag.

    If nemesis villains were on that level, that'd be fantastic :3
  • bobsy26bobsy26 Posts: 212 Arc User
    edited December 2013
    spinnytop wrote: »
    I dunno... are Nemesis villains really all that interesting? Would this suggestion have been made so enthusiasticly if Nemesis villains didn't drop questionite boxes?

    Hell, I can just imagine the epidemic of Single Blade nemesis villains that this would cause, and the literally 5 second long fights that come with them.

    This would be a good idea if they first go in and make nemesis villains more interesting to fight first.


    Personally I'd prefer if they only used the strongest villains in alerts.... Cimetiere, Jack Fool, Ao'Qephoth, Madam Mayham.... the ones that actually feel like a fight rather than a mild session with a punching bag.

    If nemesis villains were on that level, that'd be fantastic :3

    I didn't even know about the Questionite.

    If they're too easy, make them more difficult. It's a case of balancing out the power sets.
  • avianosavianos Posts: 6,178 Arc User
    edited December 2013
    Make them more Challenging
    Fix their Potato-Level A.I
    Make their BIOS Viewable
    Expant the Nemesis System
    POWERFRAME REVAMPS, NEW POWERS and BUG FIXES > Recycled Content and Events and even costumes at this point Introvert guy who use CO to make his characters playable and get experimental with Viable FF Theme builds! Running out of Unique FF builds due to the lack of updates and synergies! Playing since 1 February 2011 128 + Characters (21 ATs, 107 FFs) ALTitis for Life!
  • chaosdrgnz43chaosdrgnz43 Posts: 1,674 Arc User
    edited December 2013
    Actually, we need something to make nem alerts rewarding. The nem from the contest winners doesn't give much rewards. Our own nems drop q boxes during alerts which is a lot more worth it than the winners' nems.

    Also, make their description viewable. For the sake of RPers...even thought I'm not. xP
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  • flyingfinnflyingfinn Posts: 8,408 Arc User
    edited December 2013
    gradii wrote: »
    I think the villains from actual champions lore are fine. even the contest winner ones are ok.

    still, we do need more variety of nemesis alerts, AND we shouldn't have to deal with "backstab" when someone on the team has an active nemesis.

    LOL...
    You do realize those "Actual Champion Lore Nemeses" aren't from the lore. But a "Random Button Nemeses". Stand Ins for the player ones.
    Or have i just missed the Lilith guy from the "lore".
    OK, joking aside...
    I know what you meant.
    And now that the Nemesis Smashes aren't no longer Smashes, you're lucky to have them stay in rotation more than 3 rounds.
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  • crypticbuxomcrypticbuxom Posts: 4,621 Arc User
    edited December 2013
    The nemesis always picks the player who queued in first. When you hit the Ready button and the first check box isn't checked because of it, its not going to be your nemesis.
  • stellariodragonstellariodragon Posts: 588 Arc User
    edited December 2013
    I'd have to agree that more nemesis alerts would be nice. Instead of Lilith and other generic Nems, it would be nice if the default nem was a player character with a shadow-form like aura-the "Dark Version" of the player. That should work, right? Just grab the player's shape data and apply some auras to it.

    And then up the amount of nem alerts for more varied alerts.
  • edited December 2013
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  • bobsy26bobsy26 Posts: 212 Arc User
    edited December 2013
    I'd have to agree that more nemesis alerts would be nice. Instead of Lilith and other generic Nems, it would be nice if the default nem was a player character with a shadow-form like aura-the "Dark Version" of the player. That should work, right? Just grab the player's shape data and apply some auras to it.

    And then up the amount of nem alerts for more varied alerts.

    Excellent idea. I approve.
  • m1ndfr1km1ndfr1k Posts: 173 Arc User
    edited December 2013
    i want more nemesis)
  • avianosavianos Posts: 6,178 Arc User
    edited December 2013
    I'd have to agree that more nemesis alerts would be nice. Instead of Lilith and other generic Nems, it would be nice if the default nem was a player character with a shadow-form like aura-the "Dark Version" of the player. That should work, right? Just grab the player's shape data and apply some auras to it.

    And then up the amount of nem alerts for more varied alerts.

    I am LIKING this Idea
    It's basically the Shadow Self from Persona 4

    "I am a Shadow... The true self..."

    because in the end, we are our true enemy!
    POWERFRAME REVAMPS, NEW POWERS and BUG FIXES > Recycled Content and Events and even costumes at this point Introvert guy who use CO to make his characters playable and get experimental with Viable FF Theme builds! Running out of Unique FF builds due to the lack of updates and synergies! Playing since 1 February 2011 128 + Characters (21 ATs, 107 FFs) ALTitis for Life!
  • flyingfinnflyingfinn Posts: 8,408 Arc User
    edited December 2013
    What about robots?
    What about Darkdemonshadowblackevils?
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  • avianosavianos Posts: 6,178 Arc User
    edited December 2013
    flyingfinn wrote: »
    What about robots?
    What about Darkdemonshadowblackevils?
    moustache.gif

    I dunno, we play a game where ALL THE ENEMIES call your character a Human no matter what he actually is! Throwing your character context out of the Window!
    and in a game where you can Life Drain and Devour Essence an Non-Biological character
    and in a game where Gun Akimbo Aura Magicians with Dark Blast powers can call Air Strike while they grow Angel Wings made of Light out of their Arses while being competitive in RenCen!
    POWERFRAME REVAMPS, NEW POWERS and BUG FIXES > Recycled Content and Events and even costumes at this point Introvert guy who use CO to make his characters playable and get experimental with Viable FF Theme builds! Running out of Unique FF builds due to the lack of updates and synergies! Playing since 1 February 2011 128 + Characters (21 ATs, 107 FFs) ALTitis for Life!
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