-
Posts
585 -
Joined
-
The things I'd like to see will most likely never happen, either because of limitations intrinsic to the code base, or because they are just too damn hard:
- Increasing the level cap (perhaps doing away with the awkward "level shift" concept in the Incarnate system).
- Extended power sets following from item 1.
- Items in the environment that can be used in combat.
- Smarter enemy A.I.
- Special combo effects derived from simultaneous attacks from different toons with different power sets. Let's get some real synergy between power sets going!
- Cowels with and without hair.
- Missions/TFs/Trials with an entirely different structure for objectives, and open-ended means of achieving them.
The lack of mob behavior outside of standing around palm-punching, and the usual shoot-then-engage (or shoot-from-range-always) attack script means nobody has to get creative, which has the domino effect of the engine never having a reason to provide creative synergy between powers. Buff/Debuff/Mez stacking is about the only thing besides straight damage that comes from multiple toons attacking together. Here's an idea: how about damage that hits within the same server tick is added together before the target's resistance! There's an awful lot that could be done with this game, but never is. -
- The costume options
- The power sets
- The player community
- The sidekicking system
- No looting mechanics!
- One vs. many philosophy
I guess the only thing I miss from the early days of the game (the first year or so) is that nobody seems to form teams for the regular missions anymore. Teams are formed all the time for the repeatable content, but not for the regular stuff. Maybe it's because most of the low-level missions have been removed with the destruction of Galaxy City and the elimination of the origin-based starting chains. Now it seems that everyone just grinds Death From Below to level 20, grinds Tips and radio missions--with the occasional side trip through the TFs--to level 50, and then grinds the Incarnate trials until boredom sets in. Everything else seems to either get mostly ignored or run solo. That's a perfectly valid way to play the game, I suppose, but it makes me nostalgic for 2004 for some reason. -
Quote:You are basically asking for what I call alternate/multiple "solution vectors". In other words, multiple ways of accomplishing a particular abstract goal. As it is, nearly every mission, TF, and trial in the game has fixed objectives in the specific, rather than larger objectives in general where the means of meeting those objectives are left to the creative strategic thinking of players. At best, the more epic "Boss Fights" are glorified tactical skirmishes where the goal is merely to figure out how to survive long enough to overcome the boss with overwhelming damage. Of course, since "end game" toons are frequently min-maxed within a % point of perfection, the only tool left to the devs to make these bosses any sort of challenge at all is to gift them with cheat powers: unresistable damage, autohit attacks, full DEF/Res debuffs, impenetrable defenses with a single Kryptonite-like defeat mechanism (Pacification Grenades, Void Storms, etc.).For me I think trials should try to have breaking points you can set off by doing optional things so that suddenly this slog of a fight against an over powered oppenent shifts rapidly and strongly in your favor...
I think the devs feel pushed into a corner because it takes extraordinary design talent to make missions that are challenging to the min-maxers without it being impossibly hard for the more casual players and their average toons (and while everyone's Incarnate abilities are created equal, not everyone knows how to reach softcaps with set IOs and Accolade powers). The gimmicks they are resorting to reveals a number of things, at least to me:
- They think that WoW-style raid mechanics "work" and are fun, even for the superhero genre. 12 million players can't all be wrong, right?
- They can't figure out how to make missions that work for teams with a wide disparity in functional power.
- They think leagues of 24 heroes fighting a single god-mode boss is consistent with superhero comic book storytelling. The Hamidon raid was the original manifestation of this thinking, but we could mostly dismiss that as a singular curiosity; the one truly aberrant bit of content in an otherwise very good superhero MMO.
-
They can revamp old zones to be as pretty as you please but that won't get players doing anything more than a quick tourist visit. You can add a new story arc ala Faultline, but after going through it once, most players will just file it under "been there, done that" and probably never bother with it again. You can add zone events geared towards large numbers of heroes ala The Banners, but if there aren't enough players in the zone at the time, it will just be ignored.
Generally speaking there is only one thing that brings lots of players to a zone and keeps them coming back for more. Compelling rewards. You make the content in a zone interesting, repeatable, and full of rewards that players want (and need lots of) and it will be swarming with toons. The rewards draw players. Players beget more players. Before you know it, you have a large, relatively stable population of toons in the zone ready to take on whatever zone events might occur. Players have demonstrated a monumental capacity for grinding repeatable content so long as the rewards are appealing enough. The devs need to focus on the rewards.
I like the idea of turning the northern half of Boomtown into a massive 5th Column Operations Base, akin to the Rikti Mothership. Make it the center of a new story arc, a new set of repeatable missions ala radio, ongoing zone events, a TF, and maybe even an Incarnate trial or two. Make alignment merits, rare invention salvage, incarnate threads, astral merits, and R/VR incarnate components standard reward fare and Boomtown would become a thriving zone to a degree it never enjoyed before.
It really seem to me that it ultimately comes down to the rewards (particularly when it comes to repeat play), not the specifics of the content per se. -
Even if you debuff all the DEF away from my WP brute, she still has a nice chunk of S/L resistance. A rock thrown by an angry citizen should just bounce off without my toon even noticing. A hundred such rocks would still bounce off without causing so much as a scratch. But in TPN it only takes a few of them to exceed my set-IO'ed, Incarnate-boosted healing regen rate to become a serious threat.
And we shouldn't have to invent our own story logic for how this is possible. We shouldn't have to imagine that for every citizen the engine is capable of rendering there are supposed to be a hundred others in the same space, ready to throw the universe's most potent kinetic projectile. We shouldn't have to speculate that, for instance, Emperor Cole has somehow seen fit to give the citizens he facistically rules over even the tiniest slice of his own power.
Everyone here trying to explain this bit of nonsense away should be ashamed of themselves.
And yes, GuyPerfect wins the post of the week award. Kudos to you, sir! -
I believe that there are other game-design options, it's just that they haven't been explored very deeply in CoX. In effect, CoX is trying to walk a weird line between the two you mention: we have repeatable trials and TFs, and we have these clunky "level shifts", a concession to a desire for something resembling level advancement even though the fragile code base clearly can not support first-order level cap increases. But I believe that the LGTF, and its consequent Rikti-themed zone incursions, point the way to exciting possibilities. It's too bad they haven't really done much else in that vein (the Banner "events" don't really count, IMO, since they aren't the result of other players' actions).
-
-
Quote:I would also add:So, basically, what we ALL want is more spandex options that don't look terrible, like the current ones do.
That's a lot simpler.
- More big tech/robotic options. The number of strictly spandexy options already far outweigh everything else in CoH today, which feels okay to me when being compared to, say, barbarian fashions, but given how many heroes and villains in the comics sport at least some bit of bulky tech/robotic gear, I don't think it would hurt to expand on that stuff even more. More stuff like the Enforcer Heavy set, for instance (helmet options seem especially lacking).
- Jet/rocket packs as back options. I really like the Raptor Pack, but I'd like to see more of such things, turned into back costume options.
- Boots/shoes that go to (only) calf-height. As it stands now you either get shoes that cover the feet, leaving the rest of the lower leg exposed, or you get full-length boots that go all the way to the knee (and above). Even the two variants on socks are either ankle-high or knee-high. There's currently nothing in between.
- I will echo all the previous requests for masks and cowels that make the eye holes covered (and ideally colorable).
- More big tech/robotic options. The number of strictly spandexy options already far outweigh everything else in CoH today, which feels okay to me when being compared to, say, barbarian fashions, but given how many heroes and villains in the comics sport at least some bit of bulky tech/robotic gear, I don't think it would hurt to expand on that stuff even more. More stuff like the Enforcer Heavy set, for instance (helmet options seem especially lacking).
-
Quote:While that kind of alert text would certainly help, I think that is just masking the real problem; treating the symptom and not the disease, so to speak. Sure, the immediate problem is players not knowing exactly what to do, when, and most importantly, why. But the root cause of this is a poorly conceptualized trial system. Rather than make trials "idiot-proof", it is better I think for trials to cultivate non-idiot (i.e., informed) players in the first place. Moreover, a properly devised trial mission should be such that players should be capable of arriving at their own tactics for victory, and not utterly dependent on the Macguffin-like glowies and temp powers that are required in order to make the AVs damageable. There isn't a single success vector that allows players to take down AVs by means other than direct damage.The trial instructions need to be condensed into the 'Obliteration beam readying!' - style popups we alrwsdy have, and they need to be very clear on what you need to do when they appear.
'You are marked for death-BREAK LoS WITH MAELSTROM!'
'Avoid Pink Circles!'
'Use Pacification Grenade on Maurader'
Etc.
We already have some of these of course but we need idiot-proofing. Also, on trials where different teams split up to do different objectives at the same time, there need to be different popups for different teams, selectable by the leader. On the TPN, eg, team 1 can have 'Defeat telepaths! Do not harm civikians!' whilat team 2 members get 'Protect HD!' instead etc. Then the leader can put single target guys in team 1 and healers in team 2 or whatever.
Eco
Take the acids and grenades, for instance. You aren't told until after you acquire them what purpose they serve, and so there is no logical reason to go after them. In fact, I contend that players wouldn't even bother to do so if Lambda's phase two wasn't entirely based on mindlessly acquiring them, giving you nothing to do but watch a timer expire otherwise. However, if a pre-trial "briefing" was available that explained the acids and grenades, then players would go in already knowing that acquiring them had benefits that they could fold into their attack strategies. But as it is, the whole thing is just a big set of rail tracks that the league rolls along without any room/opportunity for deviation. This is only fun if you like figuring out puzzles with but one solution, or you like seeing lots of DirectDraw visual fx fly around on screen. But it isn't particularly fun if you enjoy collaborative creative problem solving.
It makes me wonder if there is a perception at Paragon Studios that lots of CoX players are former WoW players who willingly spend 6 hours running a single raid instance in the hopes of getting that one piece of armor to drop, where one false mouse click and the whole team gets wiped in short order, goes off to spend hundreds in gold for gear repair, and then goes back in for another try. I mean, by the standards of WoW raids, 60-minute UGTs that fail, leaving no component rewards for anyone, are hardly worth even a squeak of protest. -
I'm no fan of grinding either, but what choice do we have if we want to keep playing a lvl 50 toon that still "progresses" in some fashion?
As a comparatively casual player who only does, on average, one iTrial run per weeknight game session, the tedium of "the grind" has gotten forestalled a little, but just a little. I am very curious about the upcoming solo Incarnate content because BAF, Lambda, and Keyes are now nothing but a grind for me. UG, TPN, and Mom not so much, but it won't take long before they're in grind territory too.
I sometimes wonder if some of this might not have been alleviated considerably had they provided a PvP game that I liked. PvP has the potential to add a whole other dimension to the game that can occupy one's playing time, taking pressure off the PvE content to be everything for players. But PvP has yet to deliver on that potential, IMO. And just to be clear, I don't think PvP is flawed only in COH; I've played numerous other MMOs and I have not yet met a single PvP system I've liked.
I've always felt that the most effective way to have continuous content delivery is to have the content created by the players themselves. And I don't mean player-generated PvE, though that can be cool too, but content in the sense that the missions we do are the direct result of what other players do in the game world. "World PvP", if you will, but designed in such a way that it appears to be PvE content, but is generated as a consequence of other player actions. Think about how Rikti incursions can occur, "spontaneously", in a random zone because some group of players finished the LGTF. I think we need more of that kind of thing, especially when blueside real-time "events" are tied to the actions of redside play, and vice versa. -
Quote:I considered that, but then I remembered that not every league is composed of the necessary distribution of ATs for The One True Optimal Path to Victory. The benefit of having multiple success vectors is that it allows leagues to adjust their approach to match the abilities present (or absent), or to adjust to another approach if things aren't going according to Plan A. Having viable Plan Bs, Cs, and Ds is never a bad thing, IMO.Even if the devs gave us trials with a dozen different ways to succeed at them, within a few weeks at most, all routes would have been explored by the min-maxers and the one single optimal path through would become the only way it would be done from then on.
Eco -
A great alternative to a scrapper is a brute. Better defenses than a scrapper, better dps than a tank. A great compromise between the two, IMO. Good survivability and good damage output. My favorite solo AT used to be scrapper, but now that brutes can play blueside from the very start, I've switched to them as my go-to- solo AT instead.
And when you say SOs, I presume you also mean lvl 30 generic IOs, which have roughly the same enhancement bonuses as SO+, but never need to be replaced. -
That notice is useless if it doesn't result in a visible effect that (a) I can discern the cause/source of, and (b) come up with a solution for. Maybe my game client was borked somehow, but I saw nothing else to attack, debuff, taunt, or otherwise attend to other than Trapdoor himself. I saw no visual indication that he had changed or was doing anything other than fighting as he was doing before. In short, I had no other usable indicators telling me what needed to be addressed, or that I needed to be doing anything other than simply continuing to pound on him, which was of course futile. When I saw I couldn't put a chip in his hit points, I looked around for another target to take out, a glowie to destroy, anything. I saw nothing in the room with me. Nothing. Consequently, when I went back to deal with him again after that, the only tactic at my disposal was to try even harder to take him down before that mysterious notice came up and I was again faced with an unkillable enemy.
-
What's worse is that they've blessed ordinary citizens with the ability to damage my level 50+3 Incarnated brute with rocks and crowbars. There are some seriously brain-damaged notions at work in these trials...
-
Has anyone ever been in a trial league in which one character did nothing but play the role of tactical commander? Watching each phase carefully, adjusting the duties of leaguemates, in real-time, as the situation developed? Delegating the same role to another leaguemate for those parts where the league has to split up and be physically apart?
For instance, during BAF it would be helpful if someone else could concentrate on how each "half" of the league is getting their part done stopping prisoners, and sending specific individuals from one side to the other to help as needed. Someone to watch for the adds and direct people to focus on them as necessary. Someone to watch Siege's and Nightstar's health bars to make sure they remain even, and to direct specific individuals to switch their fighting against one or the other when the health bars start to diverge. Someone to manage all the Lambda acids. Someone to track which terminals need initializing, which ones still need to be cleared of Warworks, etc. Stuff like that.
I mean, I can't tell you how many trial details could be more efficiently handled if there was one person dedicated to all that coordination. As it is, each person is left to themselves to do exactly the right things at exactly the right time, and even when you have a league without any newbies, many times you just need to "call an audible" and make on-the-fly adjustments. But in the total chaos of combat, people can't all be expected to divine how to adjust their actions, as if they were part of some perfectly linked hive mind. Trials tend to go sideways because of a lack of effective coordination during critical junctures. -
Quote:Well, I think there are many ways to approach the idea of "more difficult"; essentially we are talking about the very heart of game design itself. The devs have taken one particular approach, one consistent with the approach taken by devs of other MMOs, and it is proving to be fun for some and highly frustrating and unappealing by others. Where that split falls for COH players overall I don't know, but that seems besides the point to me. A better goal, I think, is to find a design that appeals to everyone.The whole point of having an end game was to extend the game beyond the confines of standard difficulty. If it wasn't significantly more difficult, it would be pointless because it wouldn't be something beyond the standard game.
Part of the problem, I think, is that the trials make you win only on its terms. So, the first part of the so-called challenge is figuring out what those terms are. Then the second part is arriving at a plan that, when executed more or less perfectly, manages to navigate the narrow path of success provided by all the constraints placed on the situation by the trial's gimmicks. It's not like there is a whole lot of room for thinking "outside the box" because the box itself is impenetrable from within.
You can't, for instance, prevent the Avatar of Hamidon from firing off its Confusion; you can only hope to protect yourself against it. You can't turn Mother Mayhem's Suffer In Silence against her. There's only one way to shut down each Keyes reactor, meaning there is no room for different approaches to solving that problem (in essence, shutting down the reactors isn't an obstacle to be dealt with, it is a fixed objective you are required to complete, and in a particular order, no matter what else your brilliant strategic mind may come up with). There are simply too few vectors for solutions--in fact there is usually only one.
The huge advantage that tabletop RPGs have in this regard is that the adaptability of the human GM means that there are potentially infinite solution vectors available. But rather than think of ways to make objectives have multiple approaches, and have more things be obstacles rather than requirements, these trials will always feel gimmicky and one-dimensional. We aren't really encouraged, or even allowed to do any creative problem solving, we are merely required to figure out the tricks to the solution and, like a computer program, simply execute each trick in sequence like so many CPU instructions. -
Quote:I have only solo'ed this arc twice. Once with a scrapper and once with a brute. The first time I tried it, my DM/SR scrapper couldn't take down Trapdoor, and that was because I didn't know anything about the clones. I didn't see any clones anywhere, so how was I supposed to know they would be a factor? I tried again after reading a bit on the forums, learning of the clones (still have never seen one), and just took Trapdoor down before he could bifuricate; at least that's what I'm assuming I did because I was able to take him down. The same thing happened with my StJ/WP brute. Just took him down before he became unkillable.From my experience, the arc is tough but doable for melee folk.
But I can definitely see how this would be nearly impossible for a non-melee toon, or any toon lacking high dps and high defenses. My scrapper and brute needed nothing more than the SOs and regular inspirations they had on them at the time. My Rad/Rad defender, on the other hand, only got through it by recruiting the help of my friend's scrapper.
However, I feel this is really just how COH has always been in general. If you aren't playing a scrapper, a brute, or something like a Fire/Kin controller, you will probably have trouble soloing most of the content, especially when it gets to the level where every enemy group has some sort of nasty mez effect or three to hit you with. It has always been about generating high dps and having high enough defenses to survive attriting the mobs, especially the EBs and AVs. The devs may claim that this or that is soloable by any AT, but I feel that is just a big fat lie most of the time. -
Yeah, the iTrials do sort of feel like glorified versions of Dragon's Lair, in which you must do all the right things in exactly the right order or you fail. But I think the idea behind the iTrials is really good: "end-game" content meant only for lvl 50s that can be finished in 30 minutes. I just wish (a) there was more of it, and (b) it wasn't so reliant on death puzzles.
I am definitely having more fun with the Incarnate stuff than without it, but I see myself running out of reasons to find it fun once I've leveled up a second toon to multiple tier 4s, and it all starts to feel beyond routine. I am not a fan of the grindy nature of every MMO's end-game content. I want variety, and that is hard to get from the same six trials and the same dozen(?) Hero Tips (I'd try a vigilante just to break things up, except they can't earn alignment merits).
Luckily for me, there are a lot of TFs I've never done, so there is still a wealth of content, old and new (I've never run into Requiem, for instance) still to experience. Unfortunately, most of them exemplar me below 47, so I won't have any of my new-found Incarnate power at my disposal to make me feel like a greater demi-god amongst lesser demi-gods. -
Quote:And I was on a LAM not long ago where the trial failed because there were simply too many adds. The dangers of not closing the doors and not having a league full of +3s I guess. Surely neither the devs nor league leaders can realistically expect everyone to be capable of (or willing to attempt) what amounts to an ad hoc MO Lambda.I think the point MrCaptainMan was making is that while the LAM was a hard trial to finish when it first came out it can now be pretty easily completed by fully outfitted 50+3 Incarnates without worrying about the portals. I've been on a few LAMs in the last few months that didn't take more than a couple of minutes to pound Marauder into the ground regardless of the portals. *shrugs*
It is interesting that "speed" Lambda seems to have different definitions. In every SLam I've been on, it meant skipping the mobs outside the facility and ignoring the turrets. It did not mean skipping the acids/nades and, as a consequence, leaving the doors open and Marauder enraged the whole time.
I like the idea of the league leader (or someone experienced with the trial) taking all the acids and closing the doors themselves. Lately I have tried getting everyone to count off their acids while we wait for 18:00, and in nearly every case I get a count of only 7 or 8. How is that possible when we got all 10 chambers destroyed during the previous phase? I almost always see the fight with Marauder happen with anywhere from 2 to 4 of the doors left undestroyed. How does that happen?
I can understand newbies not knowing what to do with the acids. I even understand newbies who haven't learned to leave two or three slots open in tray 1 for these temp powers. But does anyone not understand how to respond to: "Please check your trays and power lists for acids and give me your count." ??? If trials can fail because enough players don't have a grasp of the fundamentals of temp powers (just in general--how to find them, how to drag them to an accessible tray, how to use them), then something is wrong, either with the design and expectations of the trials (by the devs), or with the understanding of the game that players acquire by the time they reach L50.
Someone mentioned the problem with players who do 1-50 by doing nothing but DFB, and consequently know next to nothing about how their toon's power sets interact with situations other than the few presented by DFB, and even less about more "advanced" concepts like protecting NPCs, using temp powers, destroying objects, enemy mob control, etc. In effect, DFB has done nothing to help prepare players for the Incarnate game experience, and I suspect this problem is only going to get worse as time goes on. -
This mechanic strikes me as a design cop-out. It is one thing to make high-risk dangers something a league has to consider in its tactics, but I'm not sure I see the value in making unavoidable trips to the hospital one of them.
Quote:*I do not like level 54+ enemies [can't wait till we work up to level 80+ enemies, eh? Me either...]
Quote:*I do not like being thrown around like a rag doll with mag 8 KB protection
Quote:*I do not like people who cannot follow instructions borking my chance to succeed
Sure, the trials could be designed with a little more wiggle room for mistakes and less-than-optimal play, but then these would fail to live up to the expectations of all the players accustomed to WoW raids (because clearly that is the raid model the devs think we all want from the trials).
Quote:*I do not like seeing people screaming at and insulting each other
Yes, indeed. This is where we get the wonderful concept of "grinding" from. It seems to be an inescapable fact of life in an MMO. No other design philosophy is possible, apparently. And we are unlikely to ever get anything different. I know that sounds hopelessly pessimistic, but in 15 years of MMOs, we have yet to break out of these tired old paradigms established by Ultima Online and EverQuest, and "perfected" by WoW. As long as the "grind" continues to draw subscription fees, why in the world would the game devs ever change it? -
Quote:I absolutely agree with that last sentence.That's the thing - there's already a LOT of options for a classic spandex hero. There's really only so much you can do with it, though. It comes down to "tights and slap on a pattern". There are a range of accessories, but there's no reason a lot of the accessories that go with, say, a more anime style can't also work with a spandex look.
I'm on the fence with regard to the second and third ones, though. I mean, this is in many ways the same challenge all superhero comic book artists face today. They are tasked with designing a new character (or a new costume for an existing character), and they have the fundamental "spandex aesthetic" to fit into, but must still come up with some degree of freshness or originality. I guess that is where real artistry/creativity comes in. To create something brilliant within a set of restrictions, usually genre-driven. Creativity without some imposed limitations is a little too easy, from an artist's perspective anyway.
So if comic book artists can do it, then surely COH players can too! -
Quote:Indeed, maybe Ada didn't have that big an influence after all. In my estimation, it certainly can not be credited as having changed how an entire profession did/does its job.Maybe ADA didn't have that big an influence, I can't look at java and not see the misbegotten child of ADA and C++.
I certainly see ADA's big philosophy of preventing the programmer from having detailed knowledge or the ability to exploit the platform they are programming to all over the place.
Moreover, I still think it is odd to call it "ADA's big philosophy" since most of what Ada encapsulates conceptually is just the culmination of ideas already put into practice for years, whether formally or informally. It seems more honest to simply say that various "best practices" evolved over time, culminating in a language called Ada, which was then applied to one particular corner of the discipline, and then promptly ignored by the rest of the profession in favor of other great concepts du jour like Rapid Prototyping and Extreme Programming.
Well, I did say real-time. Never said life-critical. Our systems had to be real-time because no airport in the world wants their operations slowed down for a machine that looks for plastic explosives. Maybe if they looked for vibrators in flight attendants' luggage, but nothing short of another terrorist incident involving a bomb on a plane was going to make real-time performance--even at the cost of detection accuracy--anything but the very top priority. -
Quote:We weren't involved in the aircraft industry. We were involved in the airport security industry.Not to put to fine a point on it, but for somebody that writes civil aviation software its pretty amazing you never met a programmer from Boeing
:
or any of these compainies.
Beechcraft, Fokker, Lockheed Martin, The Tupolev aircraft company, The Ilyushin design bureau, BAE ?
Its pretty big for life critical aircraft systems.
Quote:Then you have been affected by the process and thinking that went into creating ADA . Standardization, heavy use of code review all came out of the methods the D.O.D were pushing with that.
Quote:Oh and btw don't take this the wrong way, but what was your product ? I have no wish to get anywhere near an airplane that is reliant on C or C++ code.
I am sure that has nothing to do with the fact that the FAA mandates such practices on anything that flies.
And, no, the FAA did nothing of the sort to mandate production practices on anyone in that particular branch of the airline security industry. We were not government contractors to the FAA or the US Government. We were merely a vendor that the airlines bought product from. All the FAA did, and it took them almost a decade of constant harrassment from the very Congress that mandated them into action following Lockerbie, was institute a dubious process (defined mostly by politics, not quality performance criteria) for certifying systems purchaseable by airlines in the US. -
Quote:You do realize, don't you, that you are merely arguing with yourself at this point because you are disputing things nobody here said. That is the definition of a straw man argument.But 'Superhero' stuff is NOT defined only as 'men and women in spandex with Typical backstories and characters'. Saying that the Superhero genre is ONLY stuff like Supes and Justice League and Avengers is what I was aiming the 'lame' at.
Quote:Because it's also frankly untrue. Superhero is a much broader definition then that, and so it should be.
I never said, or meant to imply, that the four-color superhero genre, which COH was always designed to represent, ONLY contains heroes in tights like Superman. Since I never said that or intend to argue that, you might as well stop trying to discredit it.
Quote:CoH is intended to INCLUDE that motif. It sure as hell isn't intended to be exclusive to it. It's actually rather obviously intended to include as many "superhero-esque" motifs as possible. And, yeah, that would include anime.
Now, if you read carefully, nowhere did anyone say that the game should exclusively represent the four-color spandex-wearing superhero. That is an imagined bit of hyperbole invented by those who merely want an easy argument to shoot down.
What I am actually saying is that all those "other" elements should not become more commonplace than in the source material if a proper sense of genre identity is to be preserved. If you believe that is the same as saying they should be eradicated from the game, then you have a reading comprehension problem. And if you think the Marvel or DC universes have an equal number of characters in main title roles that look like Skurge the Executioner as look like The Martian Manhunter, then I feel you are being disingenuous about the bulk of the content in those superhero universes. -