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Allow us to change the weapon models on nemesis

gradiigradii Posts: 11,717 Arc User
edited June 2014 in Suggestions Box
so, I have this cool nemesis, who uses guns. or I have this cool nemesis who uses swords.

why oh WHY can't I choose WHICH gun or sword??! :mad::mad:
Post edited by gradii on

Comments

  • bellatorrexbellatorrex Posts: 169 Arc User
    edited June 2014
    Make the costume, select the weapon, save, upload into the nem creator, done.
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  • crypticbuxomcrypticbuxom Posts: 4,620 Arc User
    edited June 2014
    The load costume function for the nem creator doesn't work when you are creating a nemesis. And a lot of toons can't load the new costume on an already created nemesis.

    They'll never touch the nemesis tailor beyond its most basic functionality. But if they do ever touch it, they should transfer that power color slider to the regular tailor. I want my old aura costume pieces to be able to be changed in color.
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  • flyingfinnflyingfinn Posts: 8,408 Arc User
    edited June 2014
    That doesn't work anymore.
    1st the weapons stopped working and then the costume load.
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  • wrathsoul1wrathsoul1 Posts: 680 Arc User
    edited June 2014
    Guess we have even less incentive to build a Munitions, PA, Archery, Gadgeteering, Single/Dual blade, Fighting Claw, Telekinesis and Heavy Weapons nemesis, then.
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  • bludskarrbludskarr Posts: 119 Arc User
    edited June 2014
    I think the guy who came up with the Nemesis system slept with the wife of the company president and so all his work has been salted earth ever since.




    New effects for old powers

    More EXP for Adventure Packs please.
  • championshewolfchampionshewolf Posts: 4,375 Arc User
    edited June 2014
    bludskarr wrote: »
    I think the guy who came up with the Nemesis system slept with the wife of the company president and so all his work has been salted earth ever since.

    *facepalms*

    Seriously. The whole weapon swapping this for players was after launch. The whole kicked puppy thing doesn't make your desire or cause look good, at all.
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  • rugrothrumborrugrothrumbor Posts: 534 Arc User
    edited June 2014
    When are we getting Heavy Weapons, Earth and Wind powers for Nemesis?
  • championshewolfchampionshewolf Posts: 4,375 Arc User
    edited June 2014
    When are we getting Heavy Weapons, Earth and Wind powers for Nemesis?

    Probably not for a long time since the Nemesis system is a very minor part of this game. Sorry, it is. When you have limited resources you have to make the call where you spend them, and typically the small stuff is not on the list.
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  • flyingfinnflyingfinn Posts: 8,408 Arc User
    edited June 2014
    gradii wrote: »
    if the weapons stop working does that mean I can gimp my weapon using nemesis that way? :tongue:

    Gimp more than they all ready are?
    :frown:
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  • klingonwerewolfklingonwerewolf Posts: 18 Arc User
    edited June 2014
    I agree the nemesis feature needs some more in depth work. It is a great feature and unique to this MMO. As for limitations on resources; that does not apply as much as someone might think. I specialize in digital animation and game design my self so I can tell you that it actually comes down to how much the graphical specialists like the game themselves vs how much server space is available. At least on the modeling/animating end. As for the scripting to include various features it depends mainly on server space and the skill of the scripters. I can't comment on the skills of any of them since I don't work with them and don't know them but I know how I would have gone about it and personally I would have placed far greater focus on the nemesis system to the point that it would have made up the majority of the game's storyline.

    Consider that one of the most important details concerning all superheroes is their arch enemies. The vast majority of their story and life revolves around their conflict with them since for the most part they represent their own internal darkness. I would have set up a list of variables to be randomly chosen by a series of die roll scripts which would in essence create a unique set of encounters for each nemesis created by any given player. Possibly even going further by adding a coop instance set up on a lottery script where two or more random players must take on one or more randomly chosen nemesis or one or more of their own. Or even where an entire SG is challenged by one or more just like in the comics. I know this sounds complicated to do and to implement but it's really not. It just requires enough time and server space to work with as well as the proper level of scripting, story writing, and animation skill. I've seen plenty of games that have some form of these already working which is why I was actually surprised to see that CO did not have all of this. Not that I'm disappointed in it in the least. I love the nemesis system but I would like to see some changes to it as well such as the addition of a heavy weapons nemesis.
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  • klingonwerewolfklingonwerewolf Posts: 18 Arc User
    edited June 2014
    Sounds like you've put a lot of thought into your character's back story gradii. I'm guilty of that myself. lol

    Captain Cosmos is definitely an iconic figure with powers much like a combination of Superman, Shazam, and the Silver Surfer but even he has two enemies that make him hesitate, both of which were pulled into the future with him. (All three vanished during a battle in 1925 and reappeared in the modern Millennium City.) The Executioner (might based) is a super genus/psychopath who figured out a way to steal Captain Cosmos' super strength and invulnerability for himself. Devastation (bestial supernatural) is a hideous monster along the same lines as Doomsday created and controlled by The Executioner that was designed to destroy Captain Cosmos using his own invulnerability and super strength as well as twisted versions of his cosmic powers. Captain Cosmos' cosmic blast bounced off Devastation's armored hide and created a feedback that tore a rift in space time thus transporting all three of them to the modern world.

    I wish I could have The Executioner and Devastation working together during encounters with them.
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  • championshewolfchampionshewolf Posts: 4,375 Arc User
    edited June 2014
    gradii wrote: »
    the nemesis system is one of the biggest things which makes this game unique from other MMOs.

    do not project your own personal hatred of the nemesis system on everyone.

    It's not a self projection Gradii, give up this ghost where you think you understand how I think. It's an obvious fact to anyone with two eyes and two working brain cells that the Nemesis system isn't that big. You make a nemesis and the total content involving your Nemesis is maybe 5% to 10% of the actual game content you play in this game. And that's including ALL of the missions you run in Nemesis. Out of the hundreds of missions you run on a single character, if you take a nemesis at all, only 9 of them will be Nemesis missions, and only a third of those missions actually involve your nemesis.

    Seriously Gradii, the only one projecting is you. If the Nemesis system was such a big thing they would have done more than try to give cameo stuff in Alert and one of the comic/adventure packs out of all five of them. So really, where is Nemesis so important to the game?
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  • chalupaoffurychalupaoffury Posts: 2,553 Arc User
    edited June 2014
    Nemcon. lmfao which is mostly a q-farm anymore and it's hard to find a team to finish. You might be on to something there.

    Still, I'm not sure if that's a matter of the fact that it's unwanted, or the fact that it's neglected. I'd like some more nem content.

    I'm not even commenting on "the only person who scares me has my exact powers".
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  • xydaxydaxydaxyda Posts: 817 Arc User
    edited June 2014
    Rise above it Gradii! Do what you like and let others make their little comments that don't really mean anything.



    Anyway back on topic. I think this is a great idea that would help improve the nemesis system in a small but incredibly helpful way.

    /signed
  • skylygerskylyger Posts: 227 Arc User
    edited June 2014
    I am only going to mention that during the era of build up prior to the game launching, and during the time they co existed It was often held up by the fanbois of CO as a major selling point vs City Of Heroes. And it was to me during my era of playing them both, a nice touch for this game, one of the things that made me see it as so full of potential to truly surpass City Of if that had only kept developing it rather then letting it like so much about CO stagnate.

    Now funny enough It wasnt even really needed in CoH because many players either had no trouble using the in game NPCs specifically the AVs as their own rivals.

    For example my character Demetrios Vasilikos's main rival was obviously Doc Vahz.

    Bentley Berkeley was in game lore itself directly hunted by Lord Nemesis, Several Fth Column/Council NPCs, and the evil faction of the Circle of Thorns.

    T'Keron Valmaz was both ally and foe to Infernal. And depending on what aspect of them was in control either Tkeron or Valmaz he would either be fighting against or with the Circle of Thorns and demonkind. God bless CoH and the rogue alignment they had.

    So frankly to me the nemesis system is a huge thing in CO and the fact it isnt given anywhere near the development it deserves, right along side PVP and actual zones is a reason why its just not worth logging in or supporting financially anymore.
  • battybattybatsbattybattybats Posts: 777 Arc User
    edited June 2014
    The Nemesis system ought to be upgraded, allowing us to chose weapons would be one area I really want.

    Also, Freeform Nemesis (might encourage more to go gold!), and some more customisation for Nemesis missions (even if just more drop-down options for dialogue and personality and a few mission types).
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