Amygdala

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  1. Quote:
    Originally Posted by Ashcraft View Post
    To be fair, the first four ponies you gave Horus were already dead.
    I don't really want to bring up past SG drama, but I feel the need to tell this story from my perspective and confess to something I’ve had bottled up for so long...

    ...You never think that when you send that SG invite to another player, your base will soon be invaded by a most pink, galloping obsession. Such was the case when I invited Horus to the SG. At first he tried to play it cool, walking in the door saying he rescued this pink pony from [insert natural disaster here]. Noble enough, right? Soon he ran out of natural disasters to blame, and instead went with excuses like "but they were going to use it as a test subject for laser hair removal".

    I tried to look the other way, hoping that others in the SG wouldn't notice. The last thing you need as an SG leader is "So about that new guy... yeeeeeaaah." But it got to that point where you couldn't not notice. Pink ponies in the clubhouse playing truth or dare, pink ponies drinking all the Guinness at the SG bar, pink ponies watching Leave It to Beaver in Spanish. Heck, there were as many pink ponies in the SG as there were members. It was time to step in and do something.

    At this point, I was still convinced we could resolve the issue like civilized, rational, calm, pink pony collecting... *sigh* do you see my problem? So I found Horus in his room teaching pink ponies how to Shield Charge.

    Me: Hey, man. We need to talk.
    Horus to the pink ponies: Now if you go with Dark Melee for your primary, you will be just like Bulwark! And you can customize your colours so that they look pink and fluffy, just like you!
    Me: I think you have a problem.
    Horus: No I don't.
    Me: That's what people say when they're in denial.
    Horus: Dork.
    Me: Nerd.
    Horus: 'Kay.
    Me: Good talk.

    Just as I was walking away, one of his pink ponies Shield Charged the haunted house I built in the base and it crumbled to the ground. At this point I snapped. I was so angry I locked myself in my room for a week plotting and scheming on how to bring this Shield Charging, pink pony loving mother down. I woke up after a long night of drinking red wine and reading How the Grinch Stole Christmas equipped with a plan. The solution was clear: go down to Whoville and banish every last pink pony to Mount Crumpit... or something.

    So I ended up killing them. I killed every last one he had. I was frantic trying to decide how to hide all those dead pink ponies, so I stored them in my Port-a-gloo (portable igloo) where I knew no one would look. But I realized getting rid of the ponies wasn’t enough. Horus would still be obsessed, walking the streets alone at night, looking for his fix of pink ponies. I did the only thing I could do. I strapped Horus down on the closest thing to an examining table I could find and performed a procedure known as electroconvulsive therapy (ECT). I had read about it once and it seemed kind of cool, so I did what any do-it-yourself experimental scientist would do: read the Wiki article on ECT, skip right past the part about informed consent, and find the word I was looking for… ‘amnesia’. I figured I could grab some electrodes and wing it.

    At first I thought I was successful. Days passed and no mention of pink ponies. It was like it never happened. Then one day I was leading a CoP and I asked everyone on Vent if there were any questions. To my shock and dismay, Horus says the unthinkable: “Can I haz a pony?” Well [censored]. You think you run enough electric current through a guy’s brain and this happens. I thought maybe he would stop asking, but he just kept asking over and over. And you know what? I’ll be honest, I felt kind of bad. Maybe I had gone overboard with the ECT. What was wrong with the guy liking pink ponies anyway? (Don’t answer that).

    I felt guilty but really didn’t want pink ponies running around the base like last time. That’s when I decided to become a Wiki-certified taxidermist. Every so often I have to take a pink pony out of the Port-a-gloo, ‘spruce’ it up, and give it to Horus. He’s so happy to see a pink pony again it takes him several days to realize that its lack of movement isn’t just because it’s a little frosty…

    …So, yeah. Technically, those four ponies weren’t the first four ponies ever. But I’m pretty sure that was my biggest SG meltdown to date.
  2. Thanks for the raid, Force.
  3. Quote:
    Originally Posted by Amily View Post
    I think the some of you might be confusing making a game good which would be a developer/designer's job and is just good business versus attempting to make a game addictive or tap into what some scientists have used in other situations. Which would be a psychologist' job. This explains in a very small scale, but in lay persons terms.
    http://www.cracked.com/article_18461...-addicted.html
    I have seen that article and there's a lot of ways I could respond to it, but suffice to say I think at best it has pointed out some compelling similarities between MMOs and a Skinner Box. In my opinion, the Skinner Box comparison is not a comprehensive explanation as to why people like to play games because it equates playing to pressing a lever, or 'doing work'. We don't only play to level up or receive random drops. We also have fun creating characters, writing back stories, teaming with people, solving puzzles, etc.

    Furthermore, I don't believe the Skinner Box is a true picture of addiction, but more of a method to reinforce a particular behaviour. Performing an action repetitively does not mean you are addicted. It is but one symptom of addiction, and alone does not qualify. My thought is that for those who suffer from problematic gaming, it is more likely that gaming is a symptom of an underlying problem rather than the cause.

    I'd also like to point out that just because someone hires a psychologist isn't proof of their intent to create addiction.

    Quote:
    While I agree that an addiction is an addiction is an addiction. It should be noted that the medical community as a whole does not recognize internet or gaming addictions as a diagnosis. So no SSD claims for gamers yet!
    This is an excellent point, mostly because it illustrates that even the experts cannot reach a consensus as to whether or not games are addictive. If experts cannot even properly define it, is it likely that they are being hired to create it? At the end of the day, it's one expert's word over another, and you should look at your own life and be the judge. No one has a concrete answer to this, only suggestive theories.

    Quote:
    Cobalt I will send you the email that my father's liaison sent me when I first started to play, if your interested.
    This is precisely why articles that talk about how MMOs are definitively addictive bother me. You started playing an MMO and your father sent you material about MMO addiction.
  4. Quote:
    Originally Posted by Mary Deluce View Post
    Personally, the feeling of accomplishment when I get a new level is a strong motivator that makes me want to keep playing a game, but there are dozens of other 'types of fun', and it really is a fascinating study (If anyone has any good articles on types of fun/enjoyment, I'd love to read them, I can't get enough of them). But, a game *COULD* be made of nothing but random drops, and still be addictive. Example: Slot machines.
    Just... one... more... pull!
    I haven't had a chance to comb through this, but a poster from another thread made mention of the following:

    Quote:
    Among game designers there is a somewhat well known "Interest Graph" that attempts to map out player's approach to the game. It was created by Richard Bartle in the early 90s. The graph divides players into rough categories of Killers, Achievers, Explorers, and Socializers, and attempts to explain the relationship each has to each other. IMO it's not a perfect taxonomy, but it at least gets designers thinking about people's various motivations.
    Link to full post. He goes on a bit further and provides a link at the end that might be worth looking into.
  5. Quote:
    Originally Posted by Mary Deluce View Post
    Entertainment seeks to keep you gripped to it. Which is more fun, a predictable movie in which nothing exciting or surprising happens, or one that keeps you guessing with a riveting moving plotline? Which tastes better: candy (or bacon) or white rice? This is no different than game companies trying to make their games 'addictive'. All else being equal, people would rather do a pleasurable thing than a neutral or unpleasurable thing.
    This.

    I think it is more accurate to say that anyone who seeks to entertain others wants to make their product pleasurable or enjoyable, rather than addictive. Maybe it's just me, but I don't think the word 'addictive' is a word we should use synonymously with 'enjoyable' when we talk about the intent behind games. Sure some people may use 'addictive' to describe how much they enjoyed something and want to keep doing it, but they don't mean it in the true sense of the word. However, it gets thrown around in an article like Angie posted in conjunction with comments like "drugs affect the same brain chemicals" and suddenly a company trying to figure out how to make their product more appealing becomes this underhanded, devious, manipulative act.

    Quote:
    Why do we get loot in random drops? It's because random reward stimulus is more bodily impacting than fixed reward stimulus. From rats up to humans, we get more out of a reward if it's random.
    Not that you are suggesting that loot as a random reward stimulus is the entirety of a game, but it seems to be what people focus on when they talk about why games potentially could be addictive, or at least the psychology behind why people want to keep playing them. I think this is part of why people continue to play games, but when I think about why I continue to play, drops are at the very bottom of my list. I'll hazard a guess and say that I am not the only one who feels this way.
  6. Quote:
    Originally Posted by Ironblade View Post
    That guide is crazy long, but it says you should start the trial in Pocket D since that gives you a hospital and inspiration vendor right by the base portal.

    Every trial I have been on started in the Rikti War Zone - presumably for those exact reasons.
    Just wanted to add that you're right, technically it doesn't matter too much where you start. Some zones just have added convenience or in some cases, depending on your server, more distractions you may want to avoid.

    As for the length of the guide, it is quite long and I did expand upon some ideas in more detail. The was done in response to reading about the concerns other players had on the forums. If you don't have time to read the entire thing, glancing over the strategy section ("Trial Part 1: Obelisks" and "Trial Part 2: Inside the Cathedral") would be most useful. If you're really low on time, watch the video posted under "Screenshots and Videos" at the end.

    Good luck!
  7. Amygdala

    SG Raid Computer

    While I can relate to your rationale behind this suggestion, I don't think this is the best solution to the problem.

    I have lead both Hamidon raids and CoPs frequently on my server. Hamidon raids can be a source of frustration when there are people who are vocally disruptive or intentionally do things to hinder raid progress. There doesn't seem to be an effective way to deal with them beyond carrying on with the raid and ignoring them. While this may help limit distraction, it does not solve the problem of leeching. When the CoP came out, I enjoyed the fact that I could invite people I knew not to be troublesome. However, being the leader of a small SG, the CoP is just small enough in scale to be manageable. Trying to have around six people online in my SG who are able to lead a Hami raid would be more difficult.

    Secondly, even if I were from a large SG and numbers weren't an issue, I think there is an appeal to large scale raiding in the sense that people from different groups can come together. I wouldn't want to restrict that and cause raid leadership to rest on the shoulders of one group. As of right now, anyone from any SG can step up and help lead a raid. An event of that size should enable flexible leadership.
  8. 1. Favorite Toon

    Going to have to go with my main, Amygdala.

    2. Memory (s)

    Once upon a Hami raid on Vent Cobalt beatboxed for us all. Believe it. It happened. I'm still trying to get it to happen again...

    3. First Meeting

    Let's see. It's hard to say when I first met Cobalt, as he's always been active on the forums and a recognizable member of the Champion community. So for a while I knew of him without actually having teamed with him in game. My first memorable teaming experience with him would be when I was running an MSTF and looking for an eighth player. I saw him flying around IP on Cobalt Azurean and knew him to be into badges. Sure enough, he was missing the MSTF badge, so off we went on an MSTF.

    I didn't really team with him much after that until I decided I was going to try to lead a Hami raid and I needed someone to target. He was very helpful and after that point became someone I regularly team with.
  9. Quote:
    Originally Posted by Samuel_Tow View Post
    This is the primary reason I don't do multi-team content. I've actually coined a term for this: a "soup." That's exactly what experience in large-scale, many-people action resembles: Staring into a swirly bowl of soup, a homogeneous mass of matter and colour where occasionally you can see things moving around at random. Maybe such events are fun for the leaders and coordinators, but for be as one more pixel in the effects soup, it makes me feel like Z from AntZ.
    By the same token, perhaps some people enjoy raids because it is neat to see that "soup" overcome a challenge. But yeah, I can see why different people would enjoy different aspects of multi-team content and why it is not for everyone.
  10. Quote:
    Originally Posted by Eva Destruction View Post
    I think it also induces a certain feeling of being lost in the mass of people in a lot of players. As do Hami raids and Mothership raids. Each person is part of an enormous whole, so you can't see your contribution as readily. If you, specifically, DC or have to answer the phone or die, the rest of the raid won't really notice. On a single-team trial, they'll notice.
    I hadn't really thought about it from that angle. I can see why something with an organizational flavoured challenge to it would be more enjoyable if your contribution as an individual was more recognizable.
  11. Quote:
    Originally Posted by DSorrow View Post
    Fortunately, after a bit of research, trying and learning I no longer "have to" do anything I don't like in order to get where I want to get. Concerning the price of IOs, I don't really use anything really expensive. I have few builds with purples other than sleep or confuse, but most of them do end up at the more expensive end of the rare IO heavy builds, with sets like Luck of the Gambler and Obliteration. I don't really pay attention to the price of the build, I pick whatever suits the goals of the builds best regardless of it being less or more expensive than another piece. The only thing I avoid are purples and PvP IOs.
    You bring up a really good point. I think a lot of people forget at times that there are multiple ways to get what you want. All it takes is a little research and a little thought, and there's rarely an instance where you have to do a certain activity that you find not to be fun in order to get your reward.

    I know when the Incarnate system first came out, I saw a lot of people in various chats complaining that they'd never get X component because they'd never be able to do Y activity. The reality is, you can always just run what you want and convert the shards you get later. It's just one example, but I think sometimes people forget that they have options.

    Quote:
    Originally Posted by Scarlet Shocker
    It's maybe wrong to say it's a reward-driven mentality - it's probably more of a goal-driven mentality. We want to get to 50. We want to IO our toon out properly, the Purple it, then Incarnate is the next stage. Then the goals override the "fun" (I'd actually argue that getting the bits you need to achieve your next goal is a lot of fun) - and there's a lot to do in this game still if you don't mind repeating content.
    I think this is a fairly accurate description. For some, attaining the actual 'rewards' isn't fun, but they know the end result of an IOd out toon will be.
  12. Quote:
    Originally Posted by Samuel_Tow View Post
    Let me put it this way: I have never before had to ask a team-mate where he is right now, what he is doing and when he will be done. Having to have that kind of situational awareness and being able to get other people to communicate their status so everyone knows what everyone else is doing even though you're scattered all over the map is, in my opinion, a true test of the player and indeed a true challenge. This beats the fight with Reichsman hands down. This beats a fight with a buffed-up Bobcat so hard it's not even funny. This one TF beats practically every other piece of content I have ever attempted, for the simple fact that its challenge does not stem from just throwing big numbers at you, and indeed from not throwing what is effectively quick-time events into a fight, such as Protean's power syphon.
    Question for you, Samuel. Have you done a CoP before? A Hami raid? I see both of these tasks as requiring the communication and co-ordination that you describe. In fact, the first part of the CoP is remarkably similar to the Abandoned Sewer Trial, IMO. Instead of sending players to generators, you're sending teams to obelisks at different locations and clearing mobs. Then there's that "OK attack now!" factor involved.

    However, both the CoP and Hami have been described (by some, not everyone) as requiring 'too much co-ordination' to be worth it, despite requiring similar factors to be successful, such as directing teams to different locations, checking on team/player status, etc. Is it simply because there are more people involved in these tasks? Perhaps it is the perception that more specific ATs are required? If so, at what point is this style of challenge too much?

    It's obviously subjective to an extent. I'm just curious as to what people think.
  13. I've often wondered the same thing, and frankly I can't understand it either. I think a large part of it relates this:

    Quote:
    Originally Posted by DSorrow
    This is the only MMO I know of that lets your characters be absurdly powerful and I like it, but to take them to that level you need rewards.
    Obviously there are varying degrees of this kind of thinking, but the general idea is the same. The game allows you to make a super powerful character and then build upon their abilities. The game is fun originally, but it becomes a lot more fun when you see your favorite toon wrecking faces that maybe you struggled with previously. A lot of people think that the best way to make their character more powerful is to have expensive sets in their build. Thus, they are always concerned with how to get loot as quickly as possible.

    In my personal opinion, this type of thinking is flawed because it bases your performance as a character on what IOs you have. Many others have acknowledged that it's not just your IOs, but your build, and furthermore not just your build, but how you actually play your toon. I've seen posts where people have insanely expensive builds that will do nothing for them according to what their stated goals are for the character. I've also seen players with solid builds that other players made for them, but still don't have a basic idea of what their powers do.

    This isn't to say that everyone who wants/has expensive IOs subscribes to this kind of thinking either. However, the people who don't likely don't experience the same kind of urgency for getting drops because they acknowledge there's more to the game than simply having these items. I personally have some pretty expensive builds for some of my characters. For me though, a large part of why the game is fun is that I like to challenge myself on how to use my powers more effectively. Even with years of experience, I find there's always something new I can think of. I very rarely worry about how many merits I'm earning because they are a byproduct of what I'm doing, which is having fun playing with my friends.
  14. Quote:
    Originally Posted by Horusaurus View Post
    Well...this one time I asked Amy for a pony and she was all like "No, you're gonna let it die like the last five." And I was like "No way! This one will probably live longer!" She called me a nerd and I called her a dork. Some pretty serious words.
    True story.

    I just can't cope under the weight of your demands!
  15. Quote:
    Originally Posted by Amily View Post
    He is an RP'r and plays WoW. Am I wrong to say that there is a different level of immersion into the game? I do have some friends that play WoW who kind of take it to another level.

    They are just using the subject as a worse case scenario, not as an example of the average gamer.

    I can't say I disagree with anything stated in the article. It is good advice and it isn't stating that all gamers play to an unhealthy level or lack social interaction.
    I don't RP, have no interest in it, and I still don't think it's fair to lump all RPers into a 'more prone to addiction' category just because they perceivably have a greater degree of immersion into the game. There's more to addiction than doing something repeatedly or doing it at a certain level.

    As for the article, I find the bias to be overwhelming. After reading it, I'm still not convinced gaming was responsible for certain events in the subject's life. I won't deny the fact he could legitimately have a problem, but I just find the writing to be purposely vague such that certain assumptions are made by the reader. E.g. "He lost a girlfriend, in part, to excessive playing..."

    The science aspect of the article is also extremely vague. E.g. "There's a neurochemistry - whether you're gambling, gaming or taking drugs - that is all the same." She then goes on to discuss dopamine. It is true that dopamine is involved in addiction, but that is not all it does in the body. It's not as if dopamine release always ends in addiction and we should be avoiding it. I think it's extreme to say that the neurochemistry between drug addiction and behavioural addiction is "all the same". If addiction really did occur through the exact same mechanism for both drugs and gaming, we should be able to apply the advice for gaming to drugs. E.g. do drugs in moderation to reduce your chance of addiction. Bottom line, there is a lot more to it than what she has described, and I feel her generalizations are misleading.

    As for the 'expert' quoted in the article, she is an executive director of an internet addiction recovery program. I have to wonder if she's truly advocating for potential addicts or simply trying to plug her program. The concept of selling illness to people is one that bothers me. Mental health disorders are a lot more subjective than say, diabetes, making them more marketable to people who may not actually have the illness.

    I do appreciate that the article promotes balance. As others have said, I also think that a balanced social life for one is not the same for another. I have friends that are constantly on their cell phones trying to make plans with people and it seems they are lost if they don't have a social schedule. Others are content with the occasional get together. I don't think anyone can prescribe the proper amount.
  16. Angie, I think you dropped something...

  17. In no particular order...

    ITF - It's fun to speed through, but it's also still fun to go the slower, more scenic route. Overall, I find it to be a well balanced TF.

    STF - I enjoy the challenge of this TF. Sure, it's still possible to steamroll it, but if you take certain things for granted or get sloppy, it'll be noticeable. Definitely a TF where you appreciate strong players.

    Manticore TF - It's quick, easy to run and rarely a headache.

    Apex TF - I don't think it's the fact that it's more challenging alone, but more the fact that it's challenging in a different way.
  18. Quote:
    Originally Posted by AngieB View Post
    I recently read an article where the subject goes through "binges" when he games. He has also almost no social life outside the game and he lost his GF due to that ever popular MMO we all know and love/hate.
    It bothers me when people point to an external factor as the cause for something without taking a look at the people involved and perhaps awarding them some responsibility for how they handled their affairs. People fall in and out of relationships all the time for a multitude of reasons that don't boil down to a neat little package of 'he played online games'. For example, this situation could be described as "they had very little in common, especially with regard to leisure activities" or "she was so high maintenance that she took offense to any time not spent catering to her, including video games".

    How do we know that one of those other factors was not at work here? We don't. The person who wrote this article doesn't know either. Even if MMOs had a part to play, they probably weren't the only issue. However, whoever wrote this article framed this small piece of information in this way to set the stage for how online games are evil pillagers of limbic resonance.

    Quote:
    My question is this: What do you consider yourself?
    The way the question "Are you a gamer addict or gamer hobbier?" reads to me (given the context of the article) is that it presents you with two options: either you game a lot and therefore are an addict, or you are a casual gamer, meaning you game less often.

    I'd propose a third option, 'dedicated gamer', someone who plays often but is not 'addicted'. In order to establish true addiction, several factors come into play, including (but not limited to) 1) repeated exposure to X, 2) withdrawal symptoms when X is taken away, and 3) seeking out X despite negative consequences that come with X. I believe a lot of us, including myself, would qualify as dedicated gamers because we play often but do not present with true symptoms of addiction.

    Quote:
    According to the experts we (gamers) cannot have an active social life because we do not "physically" interact with others in our games.

    "We're social animals - and for our physiological, as well as psychological, well being, we require something called limbic resonance," she says. "This is the stimulation of the limbic part of the brain when two people have a relationship. ... The trouble is limbic resonance only seems to happen effectively when we're face to face - when we can see and hear and touch each other. ... When people go online to try to meet their social needs, it's analogous to being a hungry person who eats sugar. They will, in the end, starve."

    Medical jargon aside, what do you think?
    I don't think anyone, including the individual quoted above, really has a complete understanding of the science behind social interaction or the significance of it from a health perspective. There are many theories and observations, but rarely a consensus.

    Even if we can prove that certain brain stimulation only occurs when face to face with another person, this does not give us any indication of how important it is. It just provides us with the information that it occurs. At this point, more questions should be asked, such as is it necessary? How does it affect us? What happens without it? How much of it do we need before we go tumbling into a death spiral of social suicide? Without answers to these questions, people should not be advising others with any authority, especially presumed medical authority, about what a 'healthy social life' is.

    Quote:
    IMO I value the friends I've made on this game as well as others. I still am in contact with ppl outside the game that I've met IN GAME. Does the same hold true with other areas of internet social gathering? Like Facebook where our lives become blurbs in our status'?

    Feel free to discuss.
    Generally, when people discuss social interaction and MMOs, they tend to focus on what they supposedly take away from us. People less often focus on the fact that although we may sacrifice the ability to have a face to face interaction, we meet and befriend people in demographics so different from our own that we would never have met otherwise. Personally, I feel this has given me a greater awareness and appreciation for different types of people.
  19. Quote:
    Originally Posted by iBuds View Post
    Has that "card" been re-used... twice? >.>
    You lazy mole..
    It has been reused more than that IIRC.

    Happy Birthday, Celestial Lord!
  20. Quote:
    Originally Posted by Brodir View Post
    I'd like to play Cathedral of Pain and I have characters on both sides at all levels. My only reason for doing it is to try it.

    @Brodir.

    Thanks for managing this!
    Thank you for your interest. Unfortunately, I will be out of game for a while (weeks, possibly months) due to RL circumstances and unable to schedule CoP runs.

    As soon as I am able to run CoPs again I will contact you, if someone has not already done so.
  21. Quote:
    Originally Posted by Naloc View Post
    Not everyone wants balance amongst the servers. I myself am all for Champion staying the way it is, in terms of population. Sure, sometimes it seems a little low, but that makes it comfortable for me. I wouldn't be a fan of a more heavily populated server.

    You may feel balance is needed and I'm sure many would agree with you, but you might also be surprised by how many people in Champion may want to keep the server the way it is in terms of population.
    Agreed.