Samuel_Tow

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  1. Samuel_Tow

    Jocas = Joking??

    Quote:
    Originally Posted by Slaunyeh View Post
    I'm not sure what exactly you're disagreeing with. If the above had been my point, I'd disagreed with it too, but that wasn't even remotely what I was suggesting.
    I exaggerated, and for this I apologise. All I meant to say was that I don't feel the need for a plot point to be set up and explored before it is used. It's fine if it comes up as a surprise, so long as it was foreshadowed well enough. Sorry if it seems like I descended into parody.

    Quote:
    Originally Posted by Thirty-Seven View Post
    Nowhere did it ever say how the Dagger worked, so there is nothing to retcon, really.
    The Well of the Furies, as it exists today, is a new invention. It didn't exist back when the concept of the "incarnate" was being created. It's why Jack Emmert and Matt Miller were tossing around the idea of having Incarnates be an Epic AT. The Well as a sentient malevolent being that's the source of all power is a fairly new idea, so anything that "has always been tied to it" is a ret-con just by virtue of circumstance. That's not always a bad thing, mind you - tying it into Arthurian lore and the sword Excalibur? Not a bad idea. Tying it to the goddess Merulia? Not a bad idea. Tying it to Rularuu? Not a bad idea, either.

    Tying it to EVERYTHING, however, very much is a bad idea, and that's my problem. The well as the alpha and the omega of the City of Heroes fictional universe is a fumble on the level of Midichlorians. It's a highly unnecessary plot device from a writing team that apparently had no interest in writing inclusive stories at the time and it frankly just ends up making stories worse by associating itself with them. Giving something a BAD explanation is vastly inferior to giving it no explanation at all, especially when you're trying to use the same one-size-fits-all explanation for everything and anything. The Origin of Powers storyline was terrible with its changes and mischaracterisation, but at least that was easy to ignore. This isn't.

    Suddenly discovering that every great power within our fictional universe represents an Incarnate, either past or present, of the Well of the Furies is about the worst kind of ret-con there is, which is why I consider it to be a bad idea. It's no longer shocking or surprising. It's expected. Seeing ANYTHING in new content NOT related to the Well at least by association would be a surprise.
  2. Quote:
    Originally Posted by Blood Red Arachnid View Post
    I took a stalker through Praetoria, and though the ambush mechanic can be annoying at times, I never saw the ambushes as something that the stalker needs to plow through. I treated the ambushes as "reinforcements" to the mission much like how AVs will often call on reinforcements, and instead would fight my way through enemy mobs quicker to avoid dealing with them instead of sitting back and killing them all. Doing this you'll still go from 1-20 while soloing.
    That's pretty hard to do when your mission objective is to defeat 10 waves of ambushes, as is the case multiple times. The Ghouls mission, another Ghouls mission for the Resistance Crusaders towards the end and so forth. It's nowhere near rare enough to be "rare."
  3. Samuel_Tow

    Jocas = Joking??

    Quote:
    Originally Posted by Slaunyeh View Post
    A story arc that evolved around recovering this weapon, that could dwell into its' origin and powers, would be a good start, I think. If this dagger is that important to the plot, surely it deserve a little more exposition.
    I disagree. Beating people over the head with plot points before they become relevant and yelling "See this? Remember it because it will be important soon!" is not better writing. If anything, I'll always prefer a plot point that's implied in previous storylines in sideways mentions over something that's overtly established as being meaningful before it's used. The thing is, any reasonably genre-savvy person will figure out that... OK, I get it. This is important. Now how long will I have to wait for it to be used?

    There is still room in this game for surprises and twists. Specifically NOT putting those front and centre is a good thing. Having them come up and make you go "Wait, that seemingly throwaway background was actually meaningful?" I firmly believe that the way the dagger/quills were handled was just right.
  4. The thing with grappling is it only works if you have a VERY limited subset of body sizes and body shapes that you can create custom animations around. And even then, things like The Klub 17 mod prove that even if you go out of your way to IK the crap out of your character rigs, all that does is have them do weird things, like bend their hands backwards or fold their waists in half.

    Then you have the problem of body shape. You can grapple with humans, but not so much with legless robots, balls of fire, spiders and so forth. Some games like Revenant and Blades of Time get around this by having exactly ONE animation per enemy model and having about five enemy models total.

    City of Heroes is far, FAR too variable to coordinate grappling like this. The most you can do is the goofy Champions Online thing where you just heft an enemy over your head and toss it like a long, but that REALLY looks silly with a lot of things you can throw. Especially with people.
  5. Quote:
    Originally Posted by Leo_G View Post
    Not sure if one can separately boost melee attacks without boosting all attacks...actually, I'm pretty sure you can't unless you go through every melee attack and code it in individually.
    You can't. I asked Castle about this some time ago and he was pretty firm that this wasn't possible to do in a way that doesn't put a lot of extra strain on the servers by making every melee power in the game constantly check for an additional effect. Remember "lag hill" from the ITF? That's caused by the complex powers the Cimeroran Traitors used that fed off each other and fed off special conditions.
  6. Around Issue 20, the development team "fixed" the game's physics to make ragdolls get stuck less, causing them to get stuck considerably more. In the process, they also completely destroyed the physics of particles, causing leaves, shell casings, fireball cinders and such to either hover in the air where they spawned, sink slowly down and through the ground with no interaction, or even float slowly up and into the sky, straight through the ceiling.

    It's true that the system used to work, and then the development team broke it. We're probably coming on a year since this happened, and it's still broken. I'm with the Techbot - fix this, please. Physics did more to make the game look pretty than all of Ultra Mode combined.
  7. I think it's high time "suppress player effects" actually started suppressing player effects. You know, as opposed to doing nothing as it is now. Give it a few options:

    1. Suppress effects from players not on my team and not affecting me or my team-mates.

    2. Suppress effects from players not on my team and not affecting me.

    3. Suppress effects from players not on my team.

    4. Suppress effects from other players not affecting me.

    5. Suppress effects from other players entirely.

    Problem solved.
  8. I personally feel that Icon/Facemaker stores need a trying room where you're allowed to see your costume from the game's perspective, and where you can control the lighting colour and direction, as well as use power in practice, even powers you may not yet have access to. Not so much for screenshots, though, as for knowing what you're paying for since the preview in the costume creator interface is not very good.
  9. A shapeshifter, to me, would only work as a whole other AT. I assume it would use the Titan Weapons mechanic of swapping to entirely different versions of its powers based on one of several transformations, each of which would also come with its own stat modifiers.

    Say, for instance, that you have a basic druid shapeshifter. You could change into a wolf, gain speed and some regeneration and have all your attacks change into bites. Or you could change into a ram, gain resistances to damage and status effects and have your attacks turn into headbutts. Or you could turn into a bear, gain more health and have your attacks turn into paw swipes and bites.

    What I DO NOT WANT to see is the situation Kheldians are in, where they have a zillion powers because each form comes with its own subset that need a million billion slots to kit out. Have one set of powers built for one thing that just change their appearance and stats with the different forms.
  10. You're running into a couple of problems here. One is the interaction between different models. We're not ALL big burly men in this game, so size difference comes into play. A large Tanker might be able to swing a man on his shoulder and trod for the door. A four-foot-tall little girl just can't do that as she doesn't have a shoulder big enough to do this, hence why she'd need a different type of animation. I suppose using the "bride carry" animation might solve some of those problems, but you're still running into serious collision problems.

    Secondly, the reason hostages can't see through stealth is an intentional balance mechanic. Non-combat hostages are not targetable by enemy NPCs, so they never aggro on them, meaning an invisible hostage-leader can lead the hostage right past all the enemy soldiers and they won't bat an eye. This is not good, you need to clear a path for the hostage out, not just rely on meta-game quirks, hence why you're forced to fight enemies instead of running past them. It's a disappointing side effect of the system.

    Secondly, being able to grab a hostage and super-speed to the door defeats the purpose of having that hostage be escortable to begin with. If you're going to go that route, just axe hostage escorts altogether and go back to the Launch mechanic of having the hostages take off running and escape on their own, with the explanation that if you got to them already, you probably cleared a path for them to leave, or maybe they'll hide until either you do or the police come to mop up.
  11. Samuel_Tow

    Jocas = Joking??

    I actually wasn't at all surprised that the Dagger/Quills of Jocas were brought up. I'd have expected them to be brought up in relation to Rularuu or the Shadow Shard or the Shadow Realm, of course, and this rewriting of them as being some kind of Incarnate mcguffin doesn't sit well with me, but bringing them up is not a surprise. They're talked about as background lore of the Midnight Club, they show up in a mission about Black Swan and the Dream Doctor talks about them in his own personal story mission. For them to NOT come up would have been disappointing.

    In a sense, though, ret-conning them into an Incarnate-related artefact, disappointing as it may be, is in-line with the Well of the Furries being cast as the major and almost sole source of above-divine power. This in itself is a problem, and you see the consequences of that problem in instances like this, where previously unrelated artefacts are now all of a sudden tied to the Well. This is the central problem behind giving everything and anything in your fictional universe a singular backstory explanation. You create a plot bottleneck that every story has to squeeze through, thus causing many stories to be twisted together when they would otherwise have had nothing to do with each other.

    I'm hoping that the story team's work on phasing in the concept of "ascension" will lighten the load on the Well of the Furies and open up an infinite number of possible paths to ascension and possible sources of power, with the Well serving more as the catalyst than the literal source. Once we start seeing Ascendants drawing power from their own personal being, be it through divine knowledge, absurd technology or powerful magic, we'll start seeing storylines open up quite a bit more, and problems like this - the needless cramming of divergent stories into the same plot point - ought to be less frequent, or at least less grating.

    In a sense (and provided anything actually comes of Ascendants), I think our story writers have learned their lesson and listened to popular feedback regarding the Well. A little more like that, and a few more stories like SSA2.1, and I might actually start being optimistic again.
  12. Quote:
    Originally Posted by seebs View Post
    I do think the tendency for absolutely all ambushes to ignore hide is "unfair" -- it violates the character premise.
    They don't so much ignore Hide as they start off aggroed, demonstrating that this game has no real Hide mechanic, and what passes for one is actually an aggro mechanic - you mess with the range at which enemies aggro on you, but have no control over them past that. And yes, it is unfair, and it's unfair for exactly the reasons you mention: We're given these tools that are supposed to work a certain way, except when they just don't because the game isn't nearly interactive enough to work with these systems.

    Oh, sure, you could have ambushes that target a specific location so the Stalker can engage one, pull them away and be elsewhere when the next one arrives. This happens occasionally... VERY occasionally... And it works well. So why doesn't it happen more often?

    It's the same with the "running boss" mechanic or the "protect objective" mechanic. Specifically, I've had a lot of "fun" discussing the mission to stop Agent Crimson from escaping. The guy tosses a Web Grenade at you, turns on Elude and takes off running at super speed. And he's an AV. Or how about the one to stop Biff from escaping? Not only is he a very tough to kill EB, he's also immune to most control effects and also very fast. The solution people give me? Use lots of immobilize attacks and slows. And if I don't have them? Use lots of immobilize and slow attacks. Also, drwon less.

    Quote:
    Originally Posted by seebs View Post
    I recognize that there are often alternative tools available to make it at least possible to beat these, but after stalking my way through Praetoria, and spending 5-10 minutes of many missions just hanging out near a corner waiting for the five or six ambushes to all wander through, then a couple more minutes waiting to be sure they were done...
    I wouldn't call that so much unfair as just terrible mission design. I don't know who's responsible for this, but apparently at least one mission designer at at least one point was thoroughly convinced that ambushes were the one-size-fits-all solution to any mission in the game. Fighting a Freak boss? Ambushes. Escorting an NPC out? Ambushes. Walking down a corridor? Ambushes. Even if player-targeted ambushes (and ten waves of 'em at a time... then hell?!?) weren't so cheating against at least a couple of ATs, they're just a boring as hell mechanic to have in EVERY mission. They make every single mission that they're heavily involved with into an endless mosh pit, and essentially the exact same mission over and over again. Even a kill-all isn't as dull because that, at least, is an active process that sees you visit more than all of one room.

    ---

    That's really the point where talks break down - the line between what's difficult and what's plain not fun. Yes, solutions to problems exist. I can keep tossing my corpse at a problem and eventually it'll go away even if I do nothing else right. That's a solution, but it's a solution that makes for the complete opposite of a fun game. Getting help is, similarly, not a one-size-fits-all solution. What if there aren't enough people about? What if the person I asked for help turns out to be a right jerk (that happens quite often)? I know there are solutions, but not all of them make for a fun game, and if that's the case... Why shouldn't I just use mission-drop?
  13. No. Never in a million years. Games are both the best source of inspiration and the best outlet of the stuff my brain requires to function - weird, crazy stories that paint the world in ways I can more easily understand and deal with in a positive manner. Because of games, I've all but eliminated stress from my life, and I couldn't be happier for it.

    As a point of fact, a couple of days ago I dealt with probably my lowest of lows in quite a while, when I had literally no desire to do anything - work, play, eat, anything. What solved it? A new character concept, the revitalisation of an old character concept (my 42 Ice/Ice Blaster is finally gone, replaced by a brand new Dark/Dark Stalker) and the opportunity to discuss character concepts, stories and motivations with a few of my friends. Problem solved, and now I can't wait to get back to my pink darkness, which means I can't wait to get my regular job done so I can get to it.

    As soon as that woman started listing the things people were most often regretting at their death bed, I could already see where she was going since as far as I'm concerned, games can solve all of those problems.
  14. Quote:
    Originally Posted by Texas Justice View Post
    That's not the proper solution (and likely not one the Devs had in mind as the intended solution), that's just A solution offered by one player.
    The kicker to these situations isn't that they don't have solutions at all. They can always be dropped, if nothing else... I think they can, I haven't checked. It's more that the solutions presented to people who have problems are often... Unpleasant. Now, granted, I'm not one who'd shy away from an unpleasant solution provided it works (specifically for my brand of the problem), but that's only if these problems arise just once in a while. In previous content, they have been relatively rare. In recent content, however, they are far more frequent, and it's starting to concern me that we're seeing content people excused as being intentionally very hard for Incarnates, that's bleeding into the rest of the non-Incarnate game.

    There are solutions to most problems, but seeing an increasing number of people resorting to bad once is a concern to me.
  15. Giving out your stuff when you leave is generally a mistake, just because I've heard enough tales of people doing this, then kicking themselves when they come back and have to start over to fill a book. I know a person who was so sure he'd never come back he sold his account... Only to come back and have to do it all over again.

    As for friends that have left, I lost count. I've been in this game for eight years, and that's a heck of a long time, so that's pretty much inevitable. I've made friends with "groups" of people three or four times over the years now, and the inevitable always happens - they leave one by one and move on to other things. Yeah, when people ask me why I don't go out and find a SG, that's why - because I'll outlive them and the process of going out and finding new friends gets harder and harder with each cycle.

    A notable forum personality I used to team with and chat with in-game was ICF_Zombra from, wow... Four years ago or something like that? I forget what he moved on to play, probably Champions Online since he was a big fan of the Champions P&P game.
  16. Well, just so you guys know I'm not just talking of idle musings, I did actually dive into the editor and produce this:



    It's not a great costume, but it gets the basic point across, I think. The skin is bio-organic, which I tried to make like a sort of plant texture but it didn't work very well. The rest is a yellow-and-white sort of outfit that I hoped to at least slightly resemble Shao Lin monks. The hair was originally green, but I wanted some more contrast and a friend of mine mentioned using blooming flowers in such a motif, so I decided to go with a flower red sort of hair. And, yeah, I know I picked the most trendy one, but amusingly enough, it's one of the least hair-like hairstyles we have

    I decided to ditch the "technological" look entirely and just focus on the "monk" and "scholar" angles a bit more so, plus Staff Fighting lacked a decent technological option, disappointingly enough. I don't think I'm going to do anything to Regeneration... Or possibly I might alter it to be more green and less yellow to match the eye aura. We'll see.

    As with everything else, just about anything in this costume is up for debate, since nothing is really final.
  17. Quote:
    Originally Posted by Arcanaville View Post
    This would seem to be a difficult perspective to deliver to critter groups in this game.
    I'm not that concerned with teaching the actual critters in the heat of battle, actually. I tend to view my characters as having lives broader than just the single-minded focus on fighting in City of Heroes, and this is where that comes in. It ties into a common theme among my heroes, which is taking care of the innocent and trying to improve their lives passively, while also combating those who would abuse them and, in this case, trying to impact their lives actively similar to what you'd do in Knights of the Old Republic after defeating a named villain. Everyone deserves a chance, as it were.

    Quote:
    Originally Posted by Arilou View Post
    I'm imagining a quasi-feudal or even tribal society, largely governed by ritual and superstition: If they lack common sense they're likely to have to some degree replaced it with rules/customs: Rather than solving problems themselves they'll refer to some kind of precedent (doesn't have to be a big universal set, every family might have it's own rules)

    Now, with your character being Enlightened, be it scientific or more esoteric knowledge... And well, the entire "Alien Monk" angle.... I'm thinking a Prophet, or at least a teacher. I think of the Buddhist answer to "What are you?" "I am awake." Your character is a person who has gone from a system of existing (and flawed) knowledge to an apparatus to *acquire* knowledge. Rather than a body of knowledge, what he has is a system for searching out, learning, and telling good knowledge from bad.

    I'm thinking of a philosopher/scientist/prophet here: A Bacon-Buddha.

    So what he has now is the intellectual apparatus: The right *mindset*. He's not so much got the knowledge-base, but he's got the tools to acquire one.
    I edited this post down for size, but I wanted to quote as much of it as I could. You, Sir, seem to have gotten inside my head and yanked my idea with the roots to make this post, because that's exactly what I was going for and failing to articulate. Thank you!

    This is precisely the kind of society I was after, and why I was so adamant about not giving these people greater intelligence in their past that they have lost but can regain, or a reason for why their intelligence is being suppressed. As in that movie - Ideocracy - that was suggested to me and that I really should watch, it is entirely possible for a society's own social structure to induce not just a lack of intelligence, but a lack of desire and ability to be intelligent in the first place. Even without resorting to science fiction, we've already seen this in the Dark Ages of old Europe. With the fall of the Roman empire and the culture, science and philosophy that propagated, old European societies go back to their past and abandon the progress they had been given. Doctors treat patients based on superstition and tradition, religion rules as a political state and people themselves are superstitious and shaped by the need to survive into not caring about esoteric knowledge, despite the benefits it might bring.

    For a more concrete example, consider A Bug's Life, or indeed How to Train Your Dragon for a society so preoccupied with survival and so set in its ways that the one more forward-thinking individual working on improving the lives of everybody receives no help and is given only mockery for his efforts. That's the sort of society I was after - one where low intellect is a product of the social structure and the very people's disinterest in being intelligent much more so than by physical factors. Nuclear war and anti-intelligence magic are not bad ideas, but they give this species excuses in much the same way as being "misunderstood" or "wrongly accused" gives a villain the excuse to be an anti-hero. I want this to be an entirely cultural phenomenon that is being actively perpetuated by the people living today.

    The notion of a Buddhist Monk is something I really, REALLY like for this character, as well. That really isn't where I was going with it, having it pointed out to me... I realise that's where I want to go. Of course, this character would probably have been ostracised from his or her own society since unthinking people generally don't appreciate someone sticking a nose in their lives and trying teach them something. In fact, the last sentence here pretty much writes the character for me - this is someone who doesn't so much have a lot of knowledge or very high intelligence, so much as it is someone who has the mindset to learn and acquire those. In my own framework, this isn't necessarily someone who knows how to solve every problem, but more so someone who knows how to examine a problem and figure out where to look for solutions to it. It's less a mass of knowledge and more the willingness and ability to think creatively.

    "Monk" also solves the gender issue. As I mentioned, I've been looking for an excuse to remake my Monk lady from Diablo 3, and her being a Monk LADY, that makes the character female, as well as fast, agile and not heavily built. I don't want to go with Staff/SR just because I've done SR a million billion times, but also because I'm not remaking my monk point-for-point, and this creature's story implies some physiological aspect that allows it to be a hardy survivalist and live a very long time.

    This leads me into the subject of species. When "plant person" was first suggested to me, I read it as a genderless plant creature sort of like the Swamp Thing or some kind of amalgam of plant material come to life. Having it explained to me again, however, I'm reminded of the Fae from Kingdom of Amalur - one scholar there described them as looking and behaving like people, but having a physiology much more closely related to that of plants. Having this person be no just an ecosystem of plants but a SINGLE plant that simply has the ability to move, talk and think changes everything. It gives me a basic framework of appearance to roll off of, and I think I can make something out of this.

    But I REFUSE to use the salad hair

    I want to point out that the notion of Titan Weapons slowing down occasionally to do a quick plan for the next few steps ala Robert Downey Jr.'s Sherlock Holmes is INSPIRED, and I'd love to use it... But I have at least two Titan Weapns users, one of them being Titan/Inv (See that face in my sig? That's her ) and I'm still working on a ripoff of War from Darksiders that'll be using that. I like the idea, though, so I'll definitely save that for another character down the line. I have a lot of crazy ideas and I rarely forget them.

    Finally, a note on the character's name. I replayed Homeworld 2 recently (great game, AWFUL mission design) and I've been looking for an excuse to use the name of the progenitor dreadnought. This seems like as good an excuse as any, so I'm just going to go ahead and call this character Sajuk. It has a vaguely Arabic sound to it, which makes it exotic in an Eastern US city, plus it has the benefit of being a male-sounding name that I'm going to give to a female character. I really can't tell if English has this, but in my own language, all words have a "gender" based on what suffix they end on, and words that end on a consonant are typically considered to be male, hence why this one works so much for me. Why give a male name to a female? Eh, because it's different and it makes people think a little harder when parsing just what the hell they're teaming with. Works best when used with alien or monster women

    Right, I think I have a fully-fledged character now, with some additional work left to do on setting it all up. I have a name, a gender, a relative intelligence level... This being a "plant person monk," I'm thinking less sci-fi gear and more ordinary clothes. I'd say it all works out... Kind of.

    I'm still open to suggestions, of course, but I'm happy that it's no longer such a mess inside my head
  18. Quote:
    Originally Posted by Arilou View Post
    Focus on one, die, kill the other.
    Any encounter where the proper solution involves dying on a character that doesn't have self-resurrection as a strength is a flawed encounter, as far as I'm concerned. Maybe in an arcade game where lives are limited and can be seen as using a resource, maybe? But not in City of Heroes. And I don't just say this because I consider going to the hospital to be a sign of defeat that should reset the mission, that's just my own personal thing. No, I consider the hospital a sign of defeat because that's where a LOT of mission stories break down and remain held together only via metagame.

    You need to capture a fleeing criminal, he kills you, you go back to the hospital, buy supplies, call up your buddies, come back... And he's still there. You get trapped inside Mot, you die, you get to go back out and try again. You're deep within the Shadow Shard, you die, you get bumped back to Earth. It breaks down the narrative in a very evident attempt to NOT institute permadeath, even in situations where getting killed and leaving the instance should be fatal for the mission.

    Again, any encounter where intentional failure is part of eventual success is badly designed, as far as I'm concerned. The last thing we need is a retread of the "vengeance bait" mentality.
  19. Quote:
    Originally Posted by Gangrel_EU View Post
    Then they are not stupid, they have low "common sense"/wisdom (although that is again debatable, as it varies according to what group/society you are in as well). My reasoning for this is, they are intelligent enough to know that it is raining, but they are not *wise* enough to actually seek cover. Hence they get struck by lightning... this is not intelligence, but wisdom/common sense (thank you old D&D stat explanation)
    Which is precisely the dynamic I'm looking for. I think we're just using different definitions of "stupid."
  20. First of all, the CoT need to start using their Hordelings hero-side. If Nerva Spectral Demons are showing up in Paragon City, there's no reason why these Bat'Zul lookalikes shouldn't.

    I feel Dr. Vahzilok needs to make a return in the 40s with a brand new cadre of fast running zombies and mutant Resident Evil type monsters. Maybe even as Incarnate content, if his new techniques are powerful enough.

    I feel a lot of factions can use tanks that only spawn on outdoor maps, myself. Council, Malta, Vanguard, the 5th Column, the PPD and so forth. Helicopters, too, for that matter.

    It's 3 AM so that's all I can think of at the moment.
  21. Quote:
    Originally Posted by Arcanaville View Post
    Just think what the personal missions would look like if we didn't have to preserve that T for Teen rating.
    Way ahead of you, actually.
  22. Quote:
    Originally Posted by ClawsandEffect View Post
    I appreciate your position, Sam. I really do.

    I just get tired of people calling it unfair when they can't button mash their way through a fight with their eyes closed.

    Yes, there is a point where things can be made too hard. However, "can no longer faceroll my way through this" is NOT that point.
    I mostly call it "unfair," myself, when it stops being fun. I've been around this game long enough to know that things also need to be challenging, which is why I'm not insisting things be made easier, so much as I'm stubbornly hanging on to the difficulty settings. Once, a long time ago, when City of Villain's multitude of AVs in solo missions were ruining my life, the difficulty settings came to the rescue and allowed me to play the game and have fun again. When I found myself wanting to fight more but easier enemies, I16's new difficulty settings came and helped out.

    Basically, I don't want an easier game per se. I just want more control over my difficulty and I want fewer instances where mission design explicitly overrides my settings. As I said, as frequently as even once per mission, that's not so bad. After all, all of Maria Jenkins' missions end in an elite boss fight, some featuring two. That's not so bad. But when a relatively small mission has multiple really tough fights, it robs these fights of their "specialness" and turns them from an adventure into a nuisance. That's where difficulty settings ought to come in, I think.

    And I remind you - harder enemies drop greater rewards, especially in Incarnate content. Making my missions easier already has a cost attached to it. In fact, I considered turning bosses off in my Incarnate game, but quickly reconsidered because I enjoyed their high iXP worth and their higher drop chance. That, and I liked getting large inspirations. I'm already weighing my options to find a balance between difficulty and speed of progress, so it's really annoying when the game turns around and overrides my carefully-weighed difficulty settings.
  23. Here are a couple of more points I want to address:

    On intelligence: It occurs to me that I'm still not explaining this as well as it sounds in my head, so let me try for an example. When I say this race is "stupid," I don't mean to imply they're somehow mentally impaired or subhuman or anything. I say this since it seems we're all heading there. So let's shoot for an example - the Freakshow. These guys are, for all intents and purposes relevant to their intelligence, completely human. They are still complete idiots above and beyond being insane and hopped up on Excelsior. They're the kind of people who thought it was a good idea to replace their arms with clawed prosthetics so they can't wipe their own *****, which puts them in that butter zone of intelligence where they're still higher-intelligence beings and at the same time complete idiots still.

    The dynamic I was looking for with this character was less like Captain Caveman and the Teen Angels (yes, I watched as a kid) and more what you see between the Freakshow students and the Freakshow hardliners that have come to wreck their school. Specifically, what impressed me about that situation where that one student says to a Freakshow "You guys think you're fighting the status quo but you've BECOME the status quo!" to which the Freak spews out some garbage in leet about "smashing nerds" or some such. Granted, the Freakshow are not superstitious, I don't think, but it's that kind of care-about-nothing mentality that looks at intelligence with disdain that I was looking for. And the level and type of intelligence I was looking for is somewhere on the level of the Freakshow student, at the very least - someone who realises he knows nothing and is willing to learn, as opposed to being adamant in his belief he knows everything.

    Arcana was actually the closest to the social dynamic I was after for the species of "this character" by describing them as Internet trolls. That's what they are, more or less - a violent, ignorant race more concerned with posturing and infighting than with civil discourse and cooperating towards the greater good. In fact, when they receive this incredible power, "this character" is the only one to not immediately rush off and try to conquer new lands and take slaves or some nonsense like this. The others got this power and they saw strength and conquest. This character, instead, saw enlightenment and a brighter future.

    Arcana also brings up a good point with the question of what kind of knowledge. Now, I teach computer science in the university, and I teach it to people who barely know what a computer is and don't own or have access to one. As you can imagine, this is not a positive proposition, and it makes my job quite difficult. I know my students will never remember the exact details of what I'm teaching them, so what I try to have them learn is how to teach themselves. You know, how to approach a computer system, how to go about figuring it out, what to try and what not to try, where to look for certain things. This has given me a rather different view on what "knowledge" constitutes, and I like to call this the knowledge of problem-solving unfamiliar problems.

    The reason self-determination features so heavily in so many of my stories is more or less based around this simple truth: Oftentimes, learning how to solve problems is more important than solving a particular current problem. THIS is the sort of knowledge I would want "this character" to want to teach others. No specific field of science or philosophy so much as the habit of approaching the world around them intelligently and openly and thinking for themselves. The great irony here is that a character who went from complete uneducated savage to a well-spoken intellectual would be better qualified to talk about intelligence and how to go about acquiring it than the people who are ostensibly born with it and then proceed to never use it.

    Again, maybe that's just me, but my teaching profession puts me in contact with so, SO many otherwise bright, intelligent people who nevertheless completely refuse to use their brains for anything but camping out Facebook. As a computer tech, in addition to this, I've had the misfortune of trying to explain to people from the "previous generation" about how their computers work and be repeatedly told that they can't do this despite them clearly not even wanting to have a look.

    To turn this slightly around, THAT is the kind of low intelligence I'm talking about - not people who are physically prevented from being smart, but people who could have been smart, but intentionally chose not to because they didn't feel like bothering to think. These are people who could do better, but instead choose to do worse because it's easier and because... Well, why bother with social structure and science and philosophy when I can bonk my neighbour over the head and take his stuff for my own, right? This character comes from a race of lazy self-entitled ******** whose first instinct upon receiving great power is to go beat other people up with it and take their stuff. And this character simply wants to be better than this, even though no-one will take it seriously.

    ---

    Onto more practical concerns - going with Staff Fighting writes a lot of the character for me. Staff Fighting's animations are quite quick and agile, so "big and burly" is more or less out of the question. Not that it can't happen, but I wouldn't want to be the one doing it, and I think I can do better with a nimble character. That really doesn't solve the question of gender, but it does bias the situation towards a female one. As I said, I'll go with cliché conventions on this since I feel I'm defying them in other ways and trying to break all conventions at once is about as bad as trying to break none at all. I could also still go towards a fast agile dude, of course, kind of like Ben 10's Spider Moneky, but this is... Let's just say that one convention I WILL break is remaking the Monkey King, because I got sick of seeing him remade over and over again.

    I've actually been looking for an excuse to reuse the Monk lady from Diablo 3, and this seems like a good opportunity. Killing two birds with one stone it is.

    This still doesn't settle AT or secondary powerset, but... Well, I kind of want to make a Regeneration Brute. All three ATs I listed make sense, but Brutes are the only one with physical-looking secondaries that I have never used. None, I have no Regen brutes. I do have a few Regen Scrappers and one Stalker, though. Why a Brute if this character will be fast? Eh, nothing says a Brute has to be slow and lumbering, just hard to kill. I said these creatures were survivors, and that could well be because they heal fast. It'd also keep them from ageing, so that's bonus points in tying things together.

    I wanted to go with a more tech-looking type of style, but sadly Staph Fighting doesn't offer any decent tech weapons. There's that one Tech Staff, of course, but it looks like it has a blade that it doesn't cut with, which is disappointing. I guess staff choice will inform the rest of the look. If I can go tech, I'll probably shoot for tech gear over a bare skin body, though I'm still not sure what that skin might be. If I have to use a more basic staff, like the pure metal one, I might go for more contemporary street clothes. Like those robots from the Animatrix that dressed up like humans (and the ******* humans proceeded to mock), I imagine this character trying to fit into human society and meeting with only limited success.

    ---

    So... Welcome to my head. That's more or less how my brain works. I'm still not ready to go forward with this, but I think I now have something less abstract to work with. Mind you, at this point anything but Staff Fighting and the general concept are up for grabs. I'm making arguments for these, but nothing is set in stone.
  24. Quote:
    Originally Posted by Placta View Post
    So with Anti-Matter and Dominatrix, we're back to that, now?
    If Ms. Liberty is Positron's granddaughter, does that make Anti-Matter and Dominatrix related? Because that would make their Praetorian relationship considerably more interesting, possibly enough to warrant me trudging through the quagmire of ambushes that is that bit of content.