Samuel_Tow

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  1. Quote:
    Originally Posted by Dersk View Post
    Does he speak latin? Without reference to space age terminology, an etymologist would likely read it as a combination of "arcanus" and "nauticus" to mean a "sailor of magic" or "magic sailor". It does sound better than those though.
    He ought to speak Latin, yes. This is actually not a bad idea. If you guys can come up with a decent two-word name in Latin, there's a very high probability that I'd use it outright
  2. Quote:
    Originally Posted by Dersk View Post
    Arcane + Astronaut (or Cosmonaut). While "naut" by itself is really more of an aquatic term, when people stick it to the end of something else, modern vernacular implies a space-age quality about it. I think in this instance the spelling of "Arcanonaut" might be more appropriate, assuming I've read into that one-word post correctly.

    Edit: assuming this is not a random reference to Arcanaville
    Hmm... This makes sense, and I like the sound of it, especially your modification. It's just the kind of strange-sounding obscurity Majik would go for (I really need to give him a real name so at least I know what to call him...), but it seems a tad cheating in that it's not a real word. Wouldn't a self-righteous blowhard like him need something that he can point out in a dictionary and then browbeat people about not knowing?
  3. Quote:
    Originally Posted by Dersk View Post
    Samples of names you like would be helpful. Favorite character names of mine are "My pants are on fire" and "Ask me if I care", so the names I could suggest might not be even remotely palatable to you. Though, the first few things that come to mind are names like "Flex Hex", "Electromagetic", "Arcanode", and "Merlin's Constant". How many suggestions do you want?
    How many suggestions? As many as you can provide, within reason.

    You bring up a good point, however. What names do I like? That's not as easy a question to answer as it ought to be, but let me see if I can boil it down to a few simple rules:

    1. It can't be a pun. I'm a snob when it comes to that.

    2. It can't be a joke. This is srs bzns.

    3. Only one preposition for the whole name, no indefinite articles and only one definite article at most, and that has to be at the start of the name. So no "X of the Y" or "a Y of X" or such.

    4. The name needs to be capable of being shortened to a nickname that people might actually say in conversation. "Mek Majik" is bad, but it can be cut down to just "Majik" when you have to refer to the character.

    ---

    As for descriptive names, I can't think of new ones I like, but I do have "The Spirit of Light" and "The Steel Rook," if that's any help.
  4. Quote:
    Originally Posted by Hopeling View Post
    Isn't there some word that can be used like that, though...? An esoteric word with a double meaning seems like it might be fitting for a character who prides himself on being smarter than everyone.
    This angle intrigues me. Yes, Majik firmly believes he's smarter than everyone else, so it makes sense that he'd pick something obscure and obtuse, then proceed to scoff at people who don't know what it means. I like it! Now we just have to figure out what that might.

    I have to play my "I'm not a native English speaker" car here, because for as well as I mask it, my vocabulary of uncommon words in English is actually sorely lacking, and coming up with one is going to be very hard for me.
  5. Quote:
    Originally Posted by Starflier View Post
    Arcananaut
    Could you break that down for me? Despite myself, I actually like the sound of this name quite a bit, but I kind of wish you could explain what the reasoning behind it is.

    Also:

    Funny how I start with the intention of making a goofy caricature of a face and end up with something I like:

  6. Quote:
    Originally Posted by Nethergoat View Post
    Piston Smith (with or without a 'the')
    Hmm... That's actually not a bad idea. I like the sound of it. I'm kind of looking for something more high-tech sounding, however. Apologies, I should have mentioned that. See, "Majik" is one of the earliest examples of a group of villains I made expressly to be part of an overall villain's larger group, and Majik was taken in as essentially the "scientist." He's the Doctor Aeon of my own group, the guy who essentially does all kinds of science: Teleportation, other dimensions, energy weapons, aliens, flying vehicles, running the computers, managing the power plant, developing new weapons and armour - the works. Majik is essentially a super scientist, which is why a misspelled name REALLY doesn't work for the guy who's intelligent enough to be hideously arrogant.

    I know I'm not great at explaining concepts, so I want to offer my apologies about running all over the place with the idea as I clarify the concept both for you guys and for myself. It's part of the creative process. Please try to bear with me.

    *edit*
    And Arcanum was a piece of work. Easily the most imaginative Fantasy setting in at least my experience, wrapped around one of the most technically flawed games I've ever played. Yikes!

    *edit*
    And it turns out I'm having a hard time deciding on the guy's unhelmeted face. So much facial hair to choose from... I want an old man who looks dignified, but do I go for the more eccentric Victorian facial hair or do I throw my hands in the air and use the Dr. Breen beard?
  7. Have you ever had that happen to you where you make a favourite character, play it for a year, then forget it exists for four years? And when you go back to that character and look at it, like, really look at everything - costume, backstory, power selection, name - you just think "What the F.A.K.K. 2 was I thinking?" Well, possibly with fewer obscure references. Because that's what happened to me, and I really have no idea how to salvage the character.

    Most of the stuff I can handle. His bio is a monologue so that holds up pretty well... Since it says essentially nothing, his costume was easy enough to take from this to this (It can probably use some more work) and his build I haven't worked on yet but it should be easily doable. Ain't that much that can go wrong in the 30s. His name, though. ¡Ay, caramba!

    For the guy's name, I picked Mek Majik, which stems from three things. One is I couldn't get the spelling I wanted... So I misspelled it. My shame knows no bounds, but that's why I need to fix it. Second, I was watching Chop Shop: London Garage, and one of Bernie's mechanics had the nickname of "Magic," which I liked. Finally, it's the guy's story, and this will probably need a slight explanation. I'll do what I can to keep it brief.

    See, "Majik" (I don't think I ever gave him a real name O_o) more or less stumbled into a scientific method to explain and possibly even harness the power of magic. Think back to Arcanum: Of Steamworks and Magick Obscura and the "Electric Armour" chest plate there, which used electricity to dampen magical effects. That sort of thing. The man has the science potential to draw literally unlimited energy out of the very aether, if only he can get his machines to work properly. Instead of using his knowledge to cast spells, though, Majik's tunnel vision has him fixated on creating the ultimate power source with which he could power essentially anything he wanted. Power the world, if need be, and prove his critics wrong. He's sort of a Dr. Breen fan, if I may say that.

    ---

    That's pretty much the whole story in as few words as I can physically manage. Now all I have left is to figure out what to rename the guy to. I can fork over for a rename token, but if I'm going to be paying cash money, I need to pick a name that's actually worth paying for. Hence the question - what name could I go for? I'd rather not use a real name for his public persona - the guy's a bit too arrogant for that. I'd need something that's a proper "super" name, probably comprised of two words, that's descriptive of the general concept (i.e. magic and technology) but not literally a description of the character (so no "the Magic Scientist" ). At this point, I don't even have idea one which direction to look for a good name in, so pretty much anything aside from my few exceptions counts.

    Thank you for your time.
  8. Quote:
    Originally Posted by GuyPerfect View Post
    With a thread title like this, it's doomed to be roughly 158% people ignoring everyone else's posts and stating their opinions as if they believe others will see them. (-:
    The other 58% being subtext hidden between the lines, I assume?
  9. Quote:
    Originally Posted by Coyote_Seven View Post
    That's not really anyone else's fault that you feel that way, is it?
    And I implied it was where, exactly? You do realise you don't have to prove me wrong here, I'm just clarifying why the concept bugs me. If it doesn't bug you, then all the better, but the whole point of the thread is to get the specifics of which things bugs what kind of people out on the forefront so that it's not such hearsay.

    Quote:
    Originally Posted by Coyote_Seven View Post
    What I get mostly out of your response is that certain things bug you and you really wish that they would bug everyone else the same way.
    Then you need to check your reading glasses, because I said nothing of the sort. Again, I'm trying to articulate a point so that it can be used in the discussion. You seem overly zealous about hand-waving it away as "oh, there's just something wrong with you," and I can tell you for a fact that this helps no-one. You need to understand that this is not a thread that you can "win," because we're all here to share positions, experiences and desires in an attempt to come up with a better understanding of where potential problems lie. Sweeping them under the rug just because you yourself don't feel they're problems is counter-productive.

    Quote:
    Originally Posted by Coyote_Seven View Post
    Now for myself, I think CoH as it is right now is just fine. There's parts of it that I like more than others, and there are bits that I really don't like. It doesn't nag at me that those unfun bits are there, being all unfun and everything. I'm sure some other player likes those bits a lot! I just don't play them. Simple.
    Do you realise what you just said here? There are some things you like and some you don't, some people like the things you don't and some people don't like the things you do. I can't really argue that this is untrue, but in terms of content, it's one step removed from dead air. It proves that you aren't bothered by people not liking what you like and liking what you don't, yes, and this much I can respect. But it contributes very little to the subject of "pay to win" and how it affects people playing the game. Consider for a moment that this is not a fight and that others in this discussion are not your opponents and simply try to elaborate. That's all it really comes down to.
  10. Quote:
    Originally Posted by Nethergoat View Post
    all of them charging into melee all the time bugs me.
    Thing is, that hasn't been my experience. Despite having melee attacks, my Robotics henchmen don't do that. Sure, one Drone will usually rush off ahead, I admit, but I've never seen all of them do that.

    Quote:
    Originally Posted by Nethergoat View Post
    their profound inability to navigate stairs or sloped surfaces (hills outside for instance) is amazingly annoying.
    That's actually not Mastermind-specific. There's something with the game's pathing algorithms that hampers Henchmen and NPCs alike. The only way I can figure it, based on having observed this behaviour for years, is NPCs don't actually navigate in real time or have any real grasp of terrain. Rather, they use a waypoints system, just with computer setting waypoints for them in real time. However, because of how momentum works in this game, the computer will set up a waypoint for them lower down the slope, the NPC will shoot past it and land long. The computer will then be confused since it went forward, didn't pass the waypoint but it's not in front of it again. It'll play a slow animation, think about it, back up to the waypoint and try again.

    That, I believe, is also why NPCs get hung up on railings so much. To an NPC, there's no such thing as "jump over." They move from waypoint to waypoint with no regard about what's in-between. Usually these are positioned such that the NPC doesn't run into anything, but if the NPC thinks its next waypoint is on the other side of the railing, it'll just keep on running forward, back and around trying to navigate the obstacle.

    NPCs only ever seem to jump in "non-physics" ways, by which I mean they pick a waypoint to jump to, then play a jumping animation that ALWAYS lands them there, with the trajectory being only cosmetic. Doing this, they can jump through walls and land on places that collision wouldn't normally allow. As I said, NPCs don't "jump over" things. They simply decide that they need to jump ON things, and then run over off of them following that. You'll notice an NPC will never leap over a railing, but instead always leap ON it, then keep running forward.

    This IS a problem, I admit, but it's a problem of pathfinding that's been with the game for as long as I have.

    Quote:
    Originally Posted by Nethergoat View Post
    their occasional brainfreeze at mission doors is a minor irritation- annoying, but I remember when you had to re-summon them every time, so I can live with it.
    That's actually not an AI issue at all. As near as I can tell, it's an "ownership" issue. It's what used to cause pets to turn hostile on their masters when they zoned and why pets didn't zone for so long. See, when you zone, you don't actually carry anything with you - not your costume, not your toggles, not your buffs. When you zone, a new model is created for you and all character aspects imported into it.

    Well, "pet ownership" looks to work a lot like this. When an entity spawns, an "ownership" is attributed to it. Back in the day when NPCs could only ever be allied pets or "enemies" owned by the world, if a pet spawned before its master, it spawned hostile to players. I've actually seen this happen: A hero-only team starts a War Zone arc and frees Fusionette. A villain zones in and notices that Fusionette cons hostile to them, whereupon they proceed to attack and kill her. What we figured happened was Fusionette spawned as specifically hero-allied as opposed to player-allied, and villains see hero-allied critters con enemy.

    We don't get pets turn hostile so much these days, but they DO occasionally spawn before you, and thus get "owned" by the game world. They're not hostile since they're tagged as friendly, but they also don't "belong" to you so they won't respond to your commands. This is sililar to the desync bug, in the sense that I don't think it's even possible to solve. It has something to do with how you and your henchmen zone and in what order, but I could be wrong.

    Quote:
    Originally Posted by Nethergoat View Post
    And while it isn't a pet AI issue per se, the way ambushes COMPLETELY IGNORE your pets to focus 100% of their attention on you, the mastermind, drives me crazy.
    On this count I agree wholeheartedly. Player-targetd ambushes in generally are garbage, and they're bugged, too. They seem to have sort of a "hive mind," in the sense that the spawn acts like a spawn for as long as it's controlled by the "Find player!" hive mind, but this stops working as soon as the player has been found and engaged. What this means is if an ambush stretches out as some critters run ahead, as soon as ANY of them attack you, the others go inert and start walking around. I infer it's because the specific AI override disappears and the critters drop back to their idle stance. The ones near you, the ones that aggroed, keep doing what they were doing. The ones that hadn't aggoed just turn into a patrol. And when the ambush is required to finish the mission, that means I have to go look for them after the fact.

    Oh, and they're crap because they eliminate some of the chief benefits to playing a Stalker or a Mastermind, lest we forget.
  11. Quote:
    Originally Posted by ClawsandEffect View Post
    Eventually, the game will shut down forever. We don't get to keep ANY of the stuff we acquired in the game. Except the memories of having done those things. We get to keep those. The things you earned, you will remember the fun you had earning them. The guy who bought those same things? He'll remember typing in his credit card number.
    I want to comment on this, and I want to comment with an example. Let's talk about Vanguard Weapons before and after the Vanguard Pack. Before the Vanguard Pack, a character needed to be level 35 to collect Vanguard Salvage and then needed to collect 200 of those in order to craft a Vanguard weapon. This is quite an investment if that weapon is central to your character, since you'll have already earned 35 levels and beaten up quite a lot of Rikti. I have earned the weapons on multiple characters, but pretty much only used them on one - Nathaniel, my Mercs/Traps Matermind because it was a long rifle. I admit, I was VERY satisfied because his long hours of using that insultingly small Mastermind rifle were now over and he was using a really cool gun.

    Then I "earned" the Vanguard Pack by virtue of being subscribed to the game for three months (so for the low-low cost of $45), and then proceeded to remodel a LOT of my older characters to now use Vanguard weapons, a well as making new ones to us them. Emillia got dual Vanguard Katanas, Kim got dual Vanguard Broadswords, the Steel Rook got a Redding Rail Rifle, Annabella got a new Vanguard Katana, Hagan got a Vanguard Axe and a Vanguard Shield and so forth. Do you know what I remember from that Vanguard Pack? Because it wasn't typing my credit card in. What I remember is the unmitigated sheer fun I had with the characters in ways that I could NEVER have had if I were working under the old rules.

    My point here is that praising the satisfaction someone feels from the achievement which unlocks a certain piece of content typically isn't even applicable to the kind of person who pays for it, because that person - like me - cares nothing for the achievement and just wants the content to play through. You're essentially comparing apples to oranges and it's why the "Is it not the effort that makes it all the sweeter?" doesn't work on people like me. Some people have something to prove and are driven by the sense of achievement and accomplishment. Others just want to have something and treat the "accomplishment" as a cost, thus they're willing to pay a cost of another kind if it seems like a better deal.

    This, then, becomes less a question of accomplishment and honour and integrity and a question comparing the cost of time vs. the cost of money vs. the cost of effort. Some people play sports for the love of the game. Some people play sports because they pay well. It's sort of the same thing here.
  12. Quote:
    Originally Posted by Coyote_Seven View Post
    Think of it this way. If this was a single player game, and you unlocked all of its goodies by playing the game straight through, would your feelings of accomplishment be at all diminished if you found out that your next door neighbor, who was also playing the game, decided to use a cheat code to get everything?
    You're missing the point by continually insisting it's about other people when it's not. This isn't about a single-player game that someone else has cheated at. It's a single-player game that offers YOU cheats. You don't have to use them, but they're there. Saints Row the Third was TERRIBLE about that. If you bought any of the DLCs, you would start with incredibly powerful vehicles and weapons in your stockpile. This honestly just about ruined the game for me. Why?

    Every time I met a hard situation, I thought "I could go get my tank and plough through this." I could, practically speaking, have done this for much of the game and rendered it boring beyond description. I didn't, for the most part, at least until I managed to steal an actual STAG tank and drive it back to my garage. But the thing is that every time I ran into difficulty, I felt stupid for not using the tank and every time I used the tank I felt like I was cheating.

    Here's another example - old-style point-and-click adventures and Internet walkthroughs. When I was younger, games like Flight of the Amazon Queen or Simon the Sorcerer or the Broken Sword would force me to wrack my head, try everything, speak with everyone, invite people over so we could brainstorm solutions, so reaching the end was neither easy nor indeed certain. That was before the Internet. Playing A Moment of Silence a couple of years ago was a very different experience because of this. Initially I tried to solve everything by myself, muscling my way through tough puzzles by logic and brainpower. Then I met something I just couldn't solve and was convinced the game was bugged, so I looked it up. Then I met something else hard and I tried to solve it, but I gave up pretty quickly and looked it up. Before I knew it, I was essentially following the walkthrough and just watching the game play out in front of me with very minimal understanding of how it all worked. In fact, I still don't know what the logic was behind the final puzzle.

    It's simple to not take the easy and unfun way out when you plain out-and-out CAN'T. It's not so easy when you can, however, and it turns both options - using it and not using it - into losing propositions. I'd personally rather not be in this kind of position to begin with.
  13. Quote:
    Originally Posted by rian_frostdrake View Post
    what about playing at a minimal difficulty slider? does the existence of the -1 option diminish your joy at playing at any other level?
    No, because the benefit of the ease is balanced by the drawbacks of a less interesting experience and a slower progress rate. Low difficulty settings are not a "pay to win" solution, but rather the exact opposite - they're "cheap to win" solutions where I give up some of what I'm here for in return for the ability to play the game more easily.

    I mentioned what's supposed to be the good part of the game, and to me the good part two-fold: One half of it is throwing down with many enemies and walking out the victor, usually with some degree of ease to stroke my ego. Lowering my difficulty settings puts fewer enemies on the screen and thus diminishes that. The other half is how easily I am able to write my own stories into game, but difficulty settings aren't really relevant to that so it's a null change.

    Moreover, what I require in order to enjoy the game long-term is stability and predictability. Being able to find a single, static difficulty setting, or at the very least a static progression of difficulty settings (+0x0 1-11, +0x2 12-37, +0x2+B 38-50, -1x2+B 50+) that I can stick to with all of my characters gives me this stability. Every time I have to mess with difficulty settings as a response to a mission, that breaks this stability and it thus lessens my enjoyment out of the even.

    Again, running at the lowest possible difficulty is not the same as paying for progress.
  14. I don't know if it's the "worst" powerset, but here's the one I hate the most of the powersets I've played:

    Stone Armour. It's reliant on caveman design which was questionable even at the time of its creation, and has only gotten worse in comparison with other sets. This is the only set where it's not just prudent but PREFERRED to respec after you get your last power and dump half your set. Granite Armour is a horrible idea, or at the very least a mediocre idea with a horrible execution. And even ignoring that, the set proper is not that impressive. It costs far too much to run for what it does, it has really irritating limitations on top of that and it's fugly, to boot.

    Pretty much every other set I've played, I enjoy. Some more than others, obviously, but there is no such set that I've outright refused to ever use again. Except Stone Armour. Unless something revolutionary happens with the set's core design, I will never make another character using that thing.
  15. Getting me to move, period, is an impossible task. Where to really is a moot point given that.
  16. I soloed it once on a DB/SR/Energy Stalker with an Inventions build the forums gave me, but only a Common Alpha power. It was a PAIN IN THE *** to run, however, since Elude couldn't save me from the Monster spawns and I spent most of my time single-pulling enemies. It took me a good two hours and I don't remember the experience fondly. I ran the mission at -1, which without level shifts just makes everything spawn at 50, with the occasional Monster spawning at 49, but not often.

    I soloed it again on a Titan/Inv/Energy Brute with an all-Uncommon Inventions build I made for myself and again, only a Common Alpha power. Well, I "soloed" it because I took the help of Sister Solaris and the others. They didn't help much. I had to rerun the mission three times because the first two saw the "helpers" aggro multiple spawns and wipe, leaving me with a whole mission and no help. On the third try, they lasted until shortly after the monsters, whereupon they died and left me to fight the last two huge spawns by myself, as well as Romulus and Keres. It took me over an hour as I had to wait for Unstoppable to recharge a few times. Again played at -1, which set all my enemies to 50 but most of my helpers to 49. Thanks a lot.
  17. Quote:
    Originally Posted by Arcanaville View Post
    The fundamental principle at work here is the expectation of fairness doctrine in games design. One of its cornerstone principles is that people must perceive a game to be fair in its dealings with its players, or that will be a source of friction between the game and its players. Its impossible to avoid this completely because everyone is different, but within the scope of MMOs all human beings have a psychological need to believe that by at least some definition they are comfortable with the game treats all players fairly. And fairly does not mean "equally" either.
    I don't know... For I forget how many years, people have been trying very hard to convince me that the game isn't designed for me, I'm an outlier, what I want isn't good for the game and that the game will never be fair towards me. Hell, the Evil Geko himself once commented that he specifically wanted the game to NOT be designed to appeal to me because of my bad attitude or some such. There's a reason we don't speak to each other.

    Somewhere along the line I gave up on arguing with this notion, because it's a rotating cast of ever newer people always giving me the same argument. And besides, the game is always going to be unfair to me if I don't shoot for "the best" but instead only aim for "good enough." It only really bothers me when it gets worse, and niches I thought I had are rendered invalid. You liked Galaxy City and the old missions? Tough, the Atlas Park makeover wasn't aimed at you. It doesn't have to be fair, it has to make money.

    That's kind of why I've supported selling power if it's being SOLD as opposed to RENTED out. If we're going to make the game unfair, then at least let's make it consistent in its unfairness and avoid the constant "rental" feel of it.

    Quote:
    Originally Posted by Tenzhi View Post
    Interesting. I earned it once and had absolutely no use for it on that character. I looked at it in the costume creator and contemplated various costumes that I might use on a new character incorporating those pieces, but since they weren't available starting out they remained useless and I never bothered chasing them again.
    Yeah, this is one notion I'll never support. Having worked for an item does NOT make it worth more and it most certainly doesn't make me value it any higher. For me, it's actually quite the opposite - the harder I worked for something, the higher its cost is to me thus the lower its overall worth unless it comes with a very high value. The Roman gear... Really doesn't have that high a value to justify its cost. It's only ever worth using if I happen to reach it with a character that didn't really need it but could still probably use it, at which point its value isn't all that higher, it just cost me less since I wanted it less and "earning" it came as part of a different activity done for a different reason.

    I operate on the following principle: worth = value - cost. In other words, how much an item earned is worth to me is a function of how much value I put on the item itself irrespective of the circumstances of obtaining it, and how much earning it actually cost me in terms of time, money, opportunity and pain-in-the-***. And yes, it's a very real possibility that earning an item incurs such a cost that the item's actual value can never offset it, and I end up feeling cheated. It doesn't matter how hard I worked for the Inf, I CANNOT spend a billion of it for Excalibur and leave thinking the item was worth getting. Especially since, having seen it in practice, it's not even all that great. What Alex made for Xanta (see my sig) is considerably better, even if it's restricted to that piece of artwork.

    Quote:
    Originally Posted by Slaunyeh View Post
    I don't care whether other people have "bought" or "earned" their builds. The fact that I have the option to buy it, actively detracts from my desire to build anything in the first place.
    This is something that I think people really need to stop and think about, because this emotional response is very real and not something that can just be hand-waved away. I agree with Slaunyeh's sentiment here - when something is made available through "easy" means, then earning it the hard way makes me feel stupid and, more importantly, it makes me feel like I'm wasting my time. When the /auctionhouse command was first introduced, I swore that I'd only ever use it in emergencies and travel to a real Market whenever I wanted to use it. Then I found myself in several situations where I would need to cross three different zones to get to an actual Market. Then I realised it was more convenient to open the Market next to an Invention Table or a Vendor. Then I realised it was more convenient to open the Market remotely period. I haven't visited an actual Market in probably a year, as a result.

    For certain things, the process of obtaining them is part of the fun of having them. For instance, I wouldn't want a paid option to start at level 50, because getting there is the majority of the fun. HAVING this option constantly looming over me, however, causes my subconscious to constantly bug me about "You do realise you're wasting your time, right? You know there's an easier way, right?" That's all fine and dandy for as long as I actually enjoy the journey unconditionally, but even for someone as stuck in his old ways as I am, certain things just bug me. Now when that happens, I grumble and muscle through them because, at the end of the day, one stupid mission full of MoG-using Paragon Protectors isn't that bad. It sucks, but it's easy enough to ignore when it's part of the process. But when I have a choice to just skip it all entirely and shoot straight to the end? Yeah, that effort seems all the more wasted and the annoyance of the situation all the more insufferable.

    After having considered my options, I don't mind paying to circumvent built-in annoyances the game has to offer, but I'd rather not have the option to skip what's supposed to be the good part and the point of the game. Even if I don't take it, knowing that I could sours the experience.
  18. I keep hearing about Mastermind pet AI issues, but my Masterminds work just fine when I play them. Henchmen ordered to attack attack and henchmen ordered to move move. Can't really say I need much more than that.
  19. Quote:
    Originally Posted by Clave_Dark_5 View Post
    The look alone is one reason I like redside better. PC is a pretty sterile looking place, too sleek and shiny (and bland, in a "cheaply-CGIed" way). Redside buildings look like buildings, older style buildings, which I happen to like. More of it is also more human-scale, not tall tall boxes of glass.
    But you're not comparing red-side to blue-side, you're comparing red-side to Atlas Park and possibly Steel Canyon. Not all of blue-side is "sterile," and that's precisely the point of zones like Kings Row and Skyway City and Independence Port and Brickstown. In fact, the game at Launch was pretty much designed this way for the most part - two zones per level range, one clean and nice like Metropolis, one dirty and crime-ridden like Gotham City.

    That was actually my primary complaint with City of Villains at its own launch - where City of Heroes at least tried to juxtaposed the clean with the dirty, City of Villains was all dirty all the time. Oh, sure, some sections of some high-level zones are clear, but there are long level ranges where only "dirty" is available. Sharkhead Island is probably the worst offender - that entire place is depressing, and it's the ONLY place to level 20-25 in.

    Well, I suppose you could bring up First Ward, but that's also dirty and devastated and it's really not part of "red-side."
  20. Quote:
    Originally Posted by Sparkly Soldier View Post
    There's one minor change I'd like to see to the Echo system, though. First, an NPC in Ouroboros should really explain what it is: just have them standing beside the crystal and say something like "Paragon City has changed quite a bit over the years. This pillar contains the echoes of city zones that are now part of the past." Then, when you arrive in the zone, a short pop-up message should give the context of that zone, like "Before the reconstruction of Overbrook began, Faultline was a dangerous wasteland filled with jagged canyons and wrecked skyscrapers."
    Throw in another change and I'm game: Let the NPCs in those zones work like regular contacts, as opposed to contacts you have to flashback to. Have them only ever spawn missions within the Echo and put them in my contact list along with all the others. Make the Echo play like a real zone, and I will never complain again.

    And, really, Ouroboros is the perfect excuse for this. They're the hub between an infinite number of divergent timelines, trying to sort through the possibilities and find the one which doesn't end with us all dead. Anything we "lose" can just end up there as just another alternate timeline charted and catalogued before the ever-shfting time-stream changes history once more.
  21. Quote:
    Originally Posted by Memphis_Bill View Post
    I mean, if you don't buy them, they don't affect you directly. You're not losing points or money to them, it's not affecting your characters, etc. There's not a finite supply of recipes that purchasing from the PMart reduces in game. You *cannot tell* short of being told (or logging in to another person's account) if they're using PMart purchased items or in-game drops/Wentworths-purchased items.
    I think I can offer some perspective here. Not an explanation, mind you, and probably not something that applies to anyone but myself, but give me a few minutes just the same.

    My cynicism of our Marketing team notwithstanding, I generally dislike "pay to win" as a concept because it "corrupts" the game. Let me explain. Typically, a game is something I do because it offers me things that real life can't, and specifically because it isn't subject to the same restrictions that I dislike in real life. Our heroes never have to use the restroom, they never get sick, they never get parking tickets (or need to own cars...), they never sleep in or sleep at all, they don't have walk the cat or buy headlight fluid, that sort of thing. Most of that comes with the limitations of what the game can emulate, but some things a game CAN emulate that I really really don't want it to.

    One of the things I really don't want games I play to do is mix real money into the game. It's not a question of other people getting more than me or me having to pay for more, or even a question of community. To me, the money side of things is one part of real life I don't enjoy, and having it rubbed into my face in-game is not pleasant for me. A game is escapism. Whether we achieve this through a sense of achievement, a sense of accomplishment, a sense of victory or a sense of invincibility, we are ultimately crafting for ourselves an illusion of success that, like in most entertainment, we use to make ourselves feel better. When the real world intrudes into the game, the illusion is shattered and its greatly diminished.

    One of the reason I solo so much is because I make builds based on concept first and on "however much I can be arsed to try" second, and they end up being pretty sub par. This doesn't stop me from play-pretending that my characters are awesome, I just lower the difficulty and have an easy time. That doesn't quite work when I team with someone with an actual strong build. The illusion of power disappears before the reality of power, and I'm left disappointed in general. Now, obviously, this is a quirk of mine, but the broader subject remains:

    When the real world and real money start intruding into a game, they tend to corrupt the illusion that the game is really about. They make the game too "real," in a sense. All of a sudden you start trying to figure out who deserves to have what, how can you prevent people from having things, when do you allow people to have things and so forth. All of a sudden it starts feeling less like a game, and that tends to take the magic out of it.

    To loop back onto the subject of Amplifiers, why they concern me isn't that other people will play better than I do - I wouldn't be teaming with them either way. It isn't that I'll suddenly have to pay too much - I still control my own spending. It's that my performance in-game all of a sudden starts depending on my wallet, and I start asking a question that I really don't think I should be asking in a game - can I afford to have fun? This is the question I should ask myself before I log in, and once the answer has been found to be "yes," then that should be the last it comes up. Part of the point of a game, at least to me, is to put those questions aside and act as if I could afford the good stuff and as if I do deserve to be the best. Maybe not really, maybe not objectively, but within my little illusion, at least.

    Injecting "pay to win" in a game runs a very real risk of corrupting what it is that makes a game to begin with, more or less.
  22. I see it as gambling because I pay money in hope for something and stand a pretty good chance of receiving nothing that I consider to be worth my money. It's the "package" problem again - I want specific things, and the more they're obfuscated behind package deals, the less likely I am to bother. Far from the return always equalling the cost, I'm actually paying for things I don't want in order to access things I do want. Which... Honestly strikes me as exactly the opposite of what the development team initially expressed was the Market's greatest strength. We would no longer have to buy entire sets just to get the few pieces we wanted, we could buy the pieces directly. This was supposed to get more players to buy since they didn't have to buy a whole set of things they didn't want for one or two they did.

    I guess people will pay more for the items they want if they only way to get them is to pay for items they don't. Psychologically, it's less depressing since you're not just tossing money down the drain. They company is incurring an opportunity cost by giving you the extras so it makes sense that you're paying for them. Me, though, I'd rather pay only for the stuff I want.
  23. Quote:
    Originally Posted by Nethergoat View Post
    We're all living in the future now, but with all these locations and systems that carbon date to the 1800's. I understand that some folks like those places and systems, but chances are they're going to change fairly drastically as the devs get around to it.
    Well, that's what Ouroboros is for. The problem with it RIGHT NOW is that it has all of two zones - one with no content in it but street-hunting and one which ends ten levels before a character can access Ouro to begin with.

    If, for instance, the developers decided to retire Independence Port and all of the old 20-30 contacts, then I'd gladly go into the Echo of Independence Port as soon as I hit 20 and run contact missions there. Provided I don't have to actually Flashback to them, of course. Just leave the contact in there active as they are now.
  24. Quote:
    Originally Posted by Memphis_Bill View Post
    Alternately, they may not like having enhancements stuck at a particular level (let's take thunderstrike, again, since they're both in game and in the PMart.) They may want them all at the same level (and given some of the self-described obsessive personalities in game, you KNOW there are people like that.) So they ignore the market, preferring Merit Vendors (since you can set the level.) You haven't lost a sale to them. Or they see the "attuned" version on the market and grab that. Another one you haven't lost a sale to.
    You called? Actually, I'm quite serious. I never considered buying Inventions off the Market since I figured it wasn't worth the money, but if I can get the stuff I feel I need AT LEVEL 50, then I might have to look into this. What kind of recipes do they sell there? Just purples or can I find simpler ones that just happen to be stupid rare on the Market? Say, Red Fortune?

    Posts like this are actually turning me around on the subject, especially when they draw parallels to unlockable costume pieces. Remember what I've said about those? I will gladly pay to buy a costume set because if I don't, the developers will just stuff it behind some inane unlock like defeating 100 level 40+ bosses or running a 35+ TF twice over. It occurs to me that if it that part of the game bothers me THAT much, it may be worth paying to circumvent it.

    Nobody loses anything, since I probably wouldn't have teamed with you guys anyway, and I'll be motivated to play more and thus dump the purples I get on the market for 5000 and watch them sell for eleventy billion while you supposedly score a killing on your "lowball" bid of 200 million.

    Quote:
    Originally Posted by Memphis_Bill View Post
    You say it affects YOUR feelings about the game. Well, then don't let what other people do *bother* you. If you look at a league's worth of people, can you actually tell, from one IO'd build to another, who has bought versus who has "earned" (as you put it) their builds? And, quite honestly - and you'll have to excuse the indignant tone here - what gives you the right to determine if it's really been "earned?" If someone's been playing the game for (say) five years, but only gets Saturdays to play for a few hours, they've had a 50 for the last year and have never seen a purple, don't have a ton of INF, etc... have they not "earned" the privilege of using them? Is *their* enjoyment (and continued support) of the game and *their* subscription a distant second to *your* ego? Or is the privilege of purples only reserved for the person who can farm 7 days a week to get full sets, or who enjoy screwing around with the market?
    This is pretty much where I and Evil Geko have our irreconcilable differences that see us not speaking to each other: I don't believe in the concept of asking whether a player "deserves" to enjoy a game. It's a game, it's mean to be enjoyable and every player of it deserves to enjoy himself. Within reason, of course, but the basic statement stands. You can't claim that a player hasn't done enough to enjoy himself. If his requirements for enjoyment break the game, of course I can concede. Wanting to play PvP but only enjoying it if you win is not a workable proposition, since then you're actively breaking the game. But wanting to experience a portion of the content or play with a portion of the tools? Yeah, I think everyone deserves that. Especially since most people looking for assistance in that regard are already doing what they can to manage on their own.

    Personally, I highly dislike the attitude that a player can only enjoy something if others don't "deserve" enjoying the same. This brings real-life competition to a place where it really, really doesn't need to exist. I like City of Heroes because it's a cooperative game. If ever I interact with people, the worst they can do is nothing, and if they do anything at all, they help me. I don't have to worry about other people not having the things I do, because all I really care about is what I have. What others have doesn't impact me.

    Quote:
    Originally Posted by Nethergoat View Post
    Now I enjoy the market mini game, to the point where a purple set would be a trivial expense and I goggle at people paying *real physical cash* for stuff I get for "free". But I don't resent it- some people just dislike the market, I get that. And if those people want to buy that kind of in-game 'energy' with out of game cash, I'm pretty much okay with it even though it results in lower prices & that erodes some of the "fun" I get out of the market.
    You know... If you have too much money, how about I mail you my Set Inventions list next time I hit 50? I promise it'll be almost entirely Uncommon
  25. Quote:
    Originally Posted by Indiramourning View Post
    Another thing about the screwed up Ragdoll physics that bothers me is that it allows you to exploit while fighting tough mobs. Knock a mob down and while it writhes and spins on the ground it can't get back up. But you can still damage/kill it while it can't stand up and hit you back.
    True, but it's a lot less funny when it happens to your own Assault Bot and you essentially lose it for the rest of the fight. Or permanently, as I've had to dismiss and resummon henchmen due to ragdoll stiction.