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I have a friend of mine whom I really can't get into the game since he likes grinding apparently. I've tried to play slower and run his missions, but he pretty much doesn't care about the story and would rather run mine since he levels up faster.
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A lot of the time when I complain about something, it's pointed out to me that this is hardly a new thing and, upon reflection, that's usually the case. For instance, when I started badmouthing the writers about redundancy in their word choice for I23, I ran Dark Astoria and realised the problem was front and centre there and I never really noticed it until it became rampant... Or at least until I saw it enough times.
Why I'm saying this is because the problem of how women are drawn and designed in this game is not a current issue per se, it's the culmination of probably two years of built-up frustration that I finally realised has its roots a LOT farther back. What reminded me? Desdemona, as seen in Belladonna Vetrano's arc. I recall describing my first impressions of her to a friend of mine as "She's wearing a Carnival mask for some reason, she has one garter belt but no garters and her boyshorts are riding so high up her *** it's a wonder she can even walk." Subsequently, I was forced to interrupt my own sentence about something completely different to muse how it's even possible for that woman to walk in those heels at all, much less on soft soil and grass. "It's magic!" my friend responded, and it... Kind of made sense. To cut you off at the curb, I'm aware of Vanessa's fate, and Belladonna mentions it, which got us into thinking about Giovanna Scaldi, and whether there were now three people inside Desdemona's head. This prompted me to comment that if her head became too cramped, Vanessa and Giovanna could easily migrate into her breasts. "They're as big as hear head, after all." was I believe my exact phrasing. And indeed they are, with the artist feeling the need to draw fold lines where Desdemona's skimpy push-up corset had lifted her breasts up over her chest.
What I'm getting at is Desdemona is not a new character, and what I'm saying is not new information. And if it were JUST her, not much of anyone would have complained. I... Guess it makes sense for her character to wear tiny camel toe hotpants and a skimpy corset? Either way, she wasn't that bad on her own. But it's NOT just her, and that's the problem. Pretty much since that woman showed up in the game, we've seen both new characters and old characters remade drawn up in this much more sexualised style, and then literally drawn to be titillating. Even characters who weren't. Diabolique going from wearing pants and a trenchcoat to wearing a bikini and a flaming brazier on her head was pretty dang bad, but at least we mostly saw still of her in-game model. Then Penny, whom Jim Temblor, the "disgruntled young man" referred to as "a good kid" started wearing a belly tee with panties painted on her pants. And then we start seeing her posed sexy and people started seeing the pattern.
I ask you this - when is the last time that an issue has focused around a female character who was not skimpy? Hell, even Emperor Marcus Cole is starting to notice this. When he looks at his remaining allies in his personal story mission, he realises that he's down to a wounded man, a beast and an evil woman who dresses like a harlot. In pretty much those exact words, no less. We had penny, we had Diabolique, we had Tillman, we had Desdemona... I guess you can quote Nightstar, but at least to my eyes that robot is more fetishised than all the others combined, and she can get away with being NAKED. Not that I dislike what I see, mind you, far from it, but... I just have to wonder when we're going to focus on a female character defined by strength of character and competence in the field WITHOUT also focusing on her "assets."
When people talk about this particular problem of character design and artwork priorities, you have to understand that they're not being whiny crybabies who got hung up on a single mediocre piece of artwork. This is a problem that, for many of us, has simmered for damn near two years now, through the various "harlots" as Cole calls them, to the the various costume sets, to the various game art. Getting over it is simply not an option any more, because it simply keeps happening, and you'll find many people get more and more determined to make a stand with every iteration.
And the real kicker is no-one wants to "remove a part of comic books" by removing skimpy sexualised women from the game. But that can't be the only representation women get in this game unless they pre-date the current art team. -
Quote:The technical side of the writing gets up my craw probably more than it should because I do this sort of thing as a hobby, and cleaning up my own writing has become something of a second skill to writing. I can't read a fictional work and not keep an eye out for text errors and bad word choices just because they stick out to me. More than anything, though, I rage against those because they're easy mistakes to catch, you just need someone to actually go through the text looking for them. It doesn't even take all that long. All you need is one person with about a day's worth of time and a writer's streak to go through ALL the new Issue texts and fix the texts, which is why it looks so unprofessional when that clearly didn't happen. There is no QA on in-game texts beyond what proof-reading the writers do themselves, and they clearly do none of it since it seems like they're always pressed for time to go do something else.Well, except for the technical writing part, only because I didn't really notice the things you mentioned. Not that they aren't there, mind you - but there wasn't anything glaring enough that it actually got in my way.
I really don't think we should give bad technical writing a free pass just because it's not a big deal. It's an easily fixable problem that they REALLY need to start fixing. It makes otherwise good stories come off looking unprofessional and slapped together.
Yes, I did neglect to talk about this, and I really should have. You're right, the choices SSA2.1 gives us really did make me stop and think for a moment, and I can't say that about a lot of the other stories I've run through, ESPECIALLY all of SSA1. I remember how long I spent wondering what to do way back in Dean and Leonard's arc, and this is kind of in the same vein. It's not specifically vital that you make the "right" choice as it's just a character moment that makes me sit and think... What would Xanta do? She's impatient, yes, and very ruthless, but she also has a strong sense of right and wrong and a soft spot for people acting to protect the ones they love... Even if they're idiots about it. OK, you get a pass. Or... Who would Xanta pick? Well, she respects strength, tenacity and decisiveness, so Back Alley Brawler is the obvious choice, right? Sure, he may not be the best fit for a Brute, but as a character, he'd be someone she could trust.Quote:Where we are offered choices, there are actual alternatives (am also trying not to give away spoilers), and not just a series of obvious, canned responses... or worse, different responses you'd never actually give. For example, at the end of the 2nd mission, you get 2 very different options, which seems to guide the player into something of a roleplaying response. That's not just a nifty bit of writing for plot content. The first time I ran it (and subsequently, too), I had to stop and think for a moment, "what would my character actually do? And why?" That changed the dynamic of the SSA to something with much more depth. And later, that choice came into play during the "chose a hero to help you" part of the last mission. I loved that! What we did actually affected something!
Ever since Going Rogue came out and started offering all of those choices with heavy consequences that I made less with an eye towards character and personality and more towards which faction's missions I hadn't run yet, I've been asking for exactly this - character-defining choices that don't have wide-spanning, character-altering consequences. Sure, these still matter, in the same way as sparing that DUST commander in First Ward has him do a cameo later on, but they don't change my alignment, enable or block missions or railroad me into a specific plot. When I have no reason to make a choice based on which result is the "best," I'm left with making the choice based on what my character would do, and that's pretty much the most pleasant kind.
There's still the problem of putting words in my mouth, though. When given a yes/no choice, my replies were "I'd be honoured!" and "No!" with nothing in-between. Um... Xanta isn't really the kind of person who'd be "honoured" to do much of anything, especially in light of who's giving the honour. I was looking for a response where she'd look around, roll her eyes and go: "Oh, yeah, you definitely need me." but that didn't show up.
Honestly, I'm reminding of the Spoony One's review of the Ultima series, where he describes the Avatar's only interaction with the world as being "Name, Job and Bye." And, honestly, that's kind of what I'd really like to see here, as well. I know our writers do their darnest to put substance behind our characters by giving us moving speeches and clever lines, but... That's kind of sort of OUR job. Plus, it's completely impossible to account for every character's style of speech and personality. Wouldn't it be simplest, when given a yes/no answer, for my answer to be "yes" and "no" with exactly how my character said them being up to me to decide?
There's a bit of that in Dark Astoria, where a writer clearly tried to be vague about exactly who we are, by saying how "you remember the first time you used your powers" and how "you see images of people you love twisted so they become negative," and while it's awkward and stilted and there were better ways to go about it, I applaud the effort uproariously. So when is that going to make it into our dialogues? -
Speaking of Belladonna, she finally convinced me to end pretty much all my ambitions of fiddling with difficulty in Incarnate content. In the pre-50 game, I liked playing on +0x2, because I like enemies my level in spawns of about 5 and six. Forget "five and six," half the spawns in any average Incarnate mission are set to "large," which at x2 puts them at a size equal to about x5, so there's really no reason for me to play at anything over x1, and even then I'll probably be playing an effective x3.
In addition to this, I recall arguing with Zombra, way back when, over whether every fight should be a boss fight. In that old argument, we were speaking figuratively, since he liked playing on high difficulty settings and fighting a life or death fight every spawn. I disagreed with him so vehemently that we basically never played together - all I wanted was a bunch of easy fights with a tough boss fight AT THE END. Funny that Incarnate content made the argument literal, with over half the spawns I've fought in Incarnate content having bosses in them. As a result of this, I'm considering disabling bosses, as well.
What's funny is I'm already trying to play Incarnate content as -1 to me, be it through having level shifts or by relying on DA not spawning lower than 50 so 50-1 effectively removes level 51 spawns. Putting this all together, it looks like I'll be playing at -1x1 with no bosses and no AVs. And I have a feeling the game will not be "comfortable" even then. -
It's quite the opposite for me. I don't want to look like a Black Knight. I want their costume pieces to make costumes that look nothing at all like the Black Knights. You know, mixing and matching pieces and giving them unusual tints.
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Are we accepting "alright" as an actual word now, by the way? It's all over the place in I23 text almost as though the same one person wrote them all, an you use it a few times in your original post, but my spell checker still refuses to accept it.
That said, minor text errors I can deal with. They're not that irritating, just embarrassing. What I've found to be REALLY lacking in I23's writing is actual human proof-reading, which is to say proof-reading by a thinking person with an eye towards cleaning up grammar and sentence structure and enforcing at least some kind of good writing practice. What I'm noticing A LOT of recently is redundancies. Speak with a Tunnel representative and you'll see it. Speak with that new contact who shows you how to get to Night Ward and you'll see it. Run practically anything from the last couple of Issues and you'll run into it. I'll try to get an example at some point.
*edit*
The mission texts are not on ParagonWiki yet, but if anyone runs Wavelength's SSA, try to take a screencap of the Skyway City mission briefing. Specifically, look for "it appears." -
Quote:So long as they don't have to be unlocked by in-game action per character, that's "general population" enough for me. And I come back bearing picks, just to show you what I mean.Their chainmail is a "market only" set, so I doubt the armor pieces and sword would be anything less.
Again, I get that Excalibur has to be earned, but what about this sword:

And, in general, what about this armour:

We have a weapon, shoulder pads, boots, gloves, a belt, two separate chest pieces at least one of which ought to be player-usable.
Also, I've always felt Archery looked quite boring, to be just a no-effect set of a bow that goes "thunk," and the Black Knights have a very good depiction of what fancier, prettier archery might look like. Take a look at this freezing arrow:

See, it's not just an arrow prop, it has effects, too. Granted, the Black Knight effects linger on for far too long and have the tendency to fill a room with blue and black smoke right quick, but a faster-fading player version of this would turn Archery from something I tried to use and failed into something that I'd really want to try. Well, at least on a Ninja Mastermind. -
That's what I mean. I can understand Excalibur being unlockable by extreme measures, but I see no reason for the rest of the pieces to not be let loose in general population.
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Quote:I've tried Trials, and it feels like I jumped into a tumble dryer full of cricket balls. They're confusing, they overload my senses and I can simply never keep up. I'm not sure I'd want to train the ability to keep up, either.The huge group sizes for trials is one of the things that puts me off of them. It becomes so chaotic that I can't really tell what's going on. I just keep an eye on the chat to get a vague idea of what I should be doing, click powers and hope for the best.
As for cross-server teaming, my biggest wish is that one day we'd dispense with the idea of separate servers entirely and just all join one global server comprised of everybody. For me, this has nothing in the slightest to do with population, so much as it has to do with the fact that most of the people I know are on Pinnacle while over half my characters and most of my 50s are on Victory. -
I post this partly because I want to take every opportunity I can to praise this game's storytelling, but more so because I hope that what I'm seeing in recent content is a trend of putting more care into storytelling than just an excuse to go places and kill things. For as jaded as I am about storytelling in City of Heroes of late, if this is where it's going... Well, let's just say that it's improving, and greatly. And that's saying something, considering I've been bashing the game's wiring as getting worse and worse for pretty much the last two years.
I want to take the time to explore what I feel works in this SSA and what I feel doesn't, just because I want to try and figure out WHY it works so well when SSAs 1.1 to 1.6 really, REALLY don't in my eyes.
1. The ending works. As I said, I won't give any spoilers, but to say that the ending in SSA2.1 is neither a downer ending nor a cliffhanger. In fact, I wouldn't even call it an "ending" since the story doesn't really end. It just sort of cuts off mid-sentence, clearly intending to feed into SSA2.2. And I like that, personally. Unlike SSA1, SSA2 doesn't seem to try to pretend it's seven separate stories forming one larger narrative and fully admits that it's one large story that we're just not getting all at once. And it seems to have given the story a LOT of breathing room.
2. The pacing works. SSA2.1 may claim it's five missions long, but two of those are non-combat "talking" missions, so in practice it's about the length of your average SSA1 arc. However, this one seems to have been freed from the need to be a self-contained, three-act story within all of three missions, and this this allows the story to flow much more naturally. It doesn't really end... In fact it barely manages to begin, but that's OK. That's just part of the larger story. Once we have all or most of SSA2 out, this won't feel like a problem and the story will then be able to act like one large cohesive whole, as opposed to seven rushed, botched stories strung together on a single line.
3. The characters, believe it or not, work. After SSA1, I grew to utterly hate everyone in the Freedom Phalanx because of how they were presented. SSA2 starts off with giving them much better characterisation in a scant few lines of dialogue and a simple talking mission. It doesn't quite make up for the horror of SSA1 so it can't make them likeable in just three missions (why the hell is Manticore not in jail yet?), but it manages to make them feel more like real people with their own separate personalities and quirks. This has to do with the two "talking" missions, which manage to condense all the talky parts in controlled conditions where characterisation is easier and frees up the fighting missions to be mostly about fighting with minimal conversation interference. This, to me, is the perfect balance of story and gameplay, done in such a way that neither intrudes on the other, and this helps make the characters work. It also helps that they're not completely useless, inept, horrible people in this.
4. The mood works very well. My chief beef with SSA1 was that it felt like whoever was writing it was one step away from taking a razor blade to his wrists, such was the bluntness of the depressing, intentionally revolting atmosphere. Well, I can safely say that there's none of that here. The situation is no less grim, the people are under no less pressure and the end really doesn't try to lighten the mood, yet because of how the story is told, the "weight" of events feels much more balanced and the player much more in control. The story no longer goes out of its way to depress me, choosing instead to make the severity of the situation abundantly clear, but leave me to react to it with whatever emotions I find are appropriate.
5. The idea inspires. I said I won't spoil it and I won't, even though we all know what SSA2 will be all about from its very name. However, suffice it to say that the story takes on an angle that's a bit more creative than just the most direct interpretation of the premise one might come up with. The major plot elements are largely predictable to the genre-savvy among us, but how the story is executed is where SSA2 really shines. Can't say any more than that without getting into spoilers.
6. The technical side of the writing fails. Oh, boy does it fail! Viking said it best, that it's been bad since Ouroboros' meddling removed Paragon Studio's editor from the timestream, and it REALLY feels like SSA2's text was never proof-read, or indeed never even read before it was submitted. It's not quite as bad as SSA1.7 in this regard, since at least there aren't as many spelling errors (yay for spell check?), but the actual sentence structure, word choice and style is all over the place. Redundancies abound and are very obvious ("it appears" shows up three times in two sentences, for instance) and the whole thing feels like it was uploaded into the final build within 60 seconds of the last period being set down. I've written horrible fiction so I know how easy it is to write text of questionable quality, but I also know how easy it is to spot said questionable quality at even a cursory pass. This studio REALLY needs someone whose job it is to read every bit of text before it makes it into the game, and that someone needs to be paid based on how many corrections he can make. I respect our writers trying to do better, I really do, but they NEED an editor. Bad!
7. BABs rocks. OK, slight spoiler here. At one point you are allowed to pick one member of the Phalanx to go with you on a mission, and since BABs seems to be in his "member of the Phalanx" phase right now, I picked him. His dialogue is awesome, his powers are awesome, he's awesome to have around. I'm not sure how much that has to do with the story. Just wanted to throw that out there.
Overall, SSA2.1 is not perfect, but its heart is in the right place, I think. Sure, technically it's left wanting, especially in terms of writing editing, but it is a chunk of a decent story, well told and not shoved into the mould of a three-act structure. It aspires to be exactly what it is - one excerpt of a longer story, and judging by it, that's a longer story I would like to experience in full. -
I've always agreed with this opinion. I see no reason to constantly raise the base difficulty as I've seen happen recently, instead of letting people make their own tasks harder if they should choose to do so. I got quite frustrated with the HUUUGE spawns in a few Dark Astoria missions with my worthless, easily-dying helpers, but at least that was Incarnate content. Why are we seeing Incarnate content in the 30s? That's not even RWZ level.
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Having finally run into them in-game, I want to lend my voice to asking that we get access to the various Black Knight pieces. I don't know if they've been made for the female and huge models, but if they aren't, they should be. In the meantime, weapon models don't have model restrictions, and I'd like to see the various Black Knight swords and shields put in the editor. I can see why Excalibur might be held back (I can't, but let's say I can for the sake of argument), but the others don't really have this excuse.
Please, let me have those pieces. I'd be willing to pay for them. -
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Quote:That's assuming the game is heavily based around what a super hero "IS" and I don't see strong evidence of any exclusivity. City of Heroes draws as much from comic books as it does from science fiction, movies, mythology and so forth. Granted, so do comic books, but again - look at how many of our players aren't necessarily comic book fans so much as... Say, MMO fans or action game fans or character editor fans.1) City of Heroes draws its inspiration from comic books. The argument that it is a superhero game and not a comic book game falls flat on its face when you consider that the very idea of what a superhero IS only exists because of American comic books.
We're simply different kinds of people, then. I tend to generally not notice people unless they have something unusual about them. Odd-coloured clothes, strange hairstyle, unexpected mannerisms and so forth. That's both men and women, by the way. I was taught from a young age that it's wrong to stare at people, so I don't, meaning no boob/but ogles. Call it a habit. For instance, when I was in the UK and all the Erasmus students were put in a room together to mingle, pretty much the only person to catch my attention was a Dutch girl who was taller than me, naturally blond and with hair down to her waist, who turned out to be a pretty cool person. The rest of the people just looked like a crowd to me.Quote:2) The target audience of comic books is and always has been teenage males. Your average teenage boy does not want to see a realistically depicted female character. He wants his female characters to be impossibly attractive and improbably proportioned. When a teenage male sees an attractive woman, the first thing he notices is either her butt or her boobs (depending on which direction he is seeing her from). If he tells you otherwise, he is most likely lying. Sure, he will notice other features, but that's what he sees first every time. I won't lie, it's still the first thing *I* notice, and I haven't been a teenager for a while now. I'm not a complete pig, I notice other things as well, but those two features are what draw my eye in the first place.
This informs my taste for comic books and fictional characters, as well. "Girl in bikini" really doesn't interest me. If I've seen one I've seen them all, at least as far as comic books go. Now, one with an unusual design, like wings, robotic arms or NOT posing and dressed in a swimsuit? Yeah, that's worth a second look. Consider it overexposure - there is so much sex appeal blasting at me from most media I just don't have any interest in it any more, unless it does something I haven't seen before... And Penny certainly doesn't.
But again - isn't that the point of "can CoH do better?" Yes, comic books and, by extension, a game based around them, are designed to appeal to horny 13-year-olds. But shouldn't we want to do better? Or, failing that, shouldn't we want to do MORE than just that?
As a person who doesn't read comic books, my flak isn't directed at them, it's directed at City of Heroes specifically. I just find "it's like that in comic books" to be a poor excuse. I can't argue it's bad because comic book hard-cores will jump down my throat and tell me that not all comic books are like that, but I can't argue comic books aren't like this because comic book hard-cores will jump down my throat to tell me comic books are mostly like that. I've danced this dance enough times to know there's no winning here. So let comic books be comic books.Quote:3) It is exceptionally rare for comic books to get flak for oversexualization from the people who actually READ them. This game has a rather high proportion of female players, but how many of those female players are also comic book fans? Probably not very many.
THIS game, I feel, should hold itself to a higher standard than the common lowest-common-denominator clichés that comic books suffer from. To me, the idea that we're not doing art or coming up with good ideas here, but just appealing to the worst of comic books is a very disappointing way to run the game. Instead of trying to make it into something unique and interesting, we're essentially resigning ourselves to be a niche game with no personality. And City of Heroes CAN do better than this because City of Heroes HAS done better than this in the past. -
Normally I'd be all for it because what you say makes sense. However, having seen the writing in the game, I worry what the "updates" might do to the character descriptions. Seriously, I touched two NPCs from I23 and ran into two redundancies back to back. Check out the Tunnel tech and that magician woman who sends you to Night Ward and read it word for word. You'll run into the department of redundancy department type stuff pretty soon.
And I honestly don't know if that's just the writers dropping the ball or the company's chronic editor deficiency talking, but I get cold chills every time old text is touched. -
I'm back to an old standby of mine - more custom weapons. I'll break this down into two parts.
More custom weapons in general. Broadsword has a zillion, but pretty much anything that's not Broadsword has a handful of decent ones and a handful of weird ones and that's it. We have scarcely any bows and over half of War Mace looks like joke weapons. We need more custom weapons for all sets to cover a variety of visual themes. We need larger weapons, smaller weapons, more realistic weapons, more unrealistic weapons and so forth. In fact, we need so many I'd like to see that "Weapon Pack" we keep bringing up made, eventually. Just make a single pack that has, say, two or three new weapons for EVERY set. I'm sure that'll add up to 30 or 40 new models total, but it'll sell like hot cakes, definitely. Besides, I have to assume making new weapons needs less fine-fitting than making new clothing costume details.
More real weapons for Titan Weapons. I know the point of that set was to be ridiculous and absurd, and I don't want the weapons to become any smaller, but come on, now. Can we get a sword that looks like an actual sword got supersized? The Buster Sword and the Fusion Swords look good, but they're bizarre and they both come from Final Fantasy. Pendragon's Exaclibur is cool, but I'll never be able to have it, and it's missing the point - I don't want a signature character's weapon, I want a Titan Sword that actually looks like a sword as opposed to a giant boat paddle.
I'd like to see, at the very least, a giant sword-looking sword, a giant two-handed hammer that doesn't have a jet engine on the back and probably a more traditional morning star mace supersized. Yes, even if I have to pay for them like the Titan Weapons extra weapon pack.
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No, she doesn't. She looks ridiculous and actually quite repulsive with that absurd Trollface scowl. "Cheesecake" never looked sexy to me, it just looks exploitive and cheap. Which is precisely the point of this thread - City of Heroes CAN do better than the cheap, insulting artwork that comic books have made acceptable.
They don't look "sexy," they look strong. That's what people find so distasteful. Men are drawn like athletes, capable and strong, with appeal drawn from their competence. Women are drawn like underwear models and porn stars, flexible and soft, with appeal drawn from eroticism. It's actually this double standard of "men are strong, women are pretty" that's so infuriating to me when I start making characters, because it's damn near impossible to actually make a woman appear strong in this game to anywhere near the same degree as a man can be made to look.Quote:But you know what? So does Statesman. So does Manticore. Even Positron's armor has large, strong-looking arms and what looks like a "ripped abs" look to it, and it's armor. Is this a realistic expectation of what men are supposed to look like? The guy looks like his muscles are literally about to burst out from under his skin. Is this? Is this? This?
Female models here can't be as tall as male models, they can never be as big, they have considerably different stances and run animations... I can abuse the sliders system and play with costume details and push a female's look to the very edge of what the editor can produce, and only reach what a male model can pretty much on average.
I disagree completely. City of Heroes is not and has never been a comic book simulator. A number of developers have said that just because something appeared in a comic book is not reason enough to put it in this game. Especially when we're borrowing some of the worst sides of comic books recently, it seems. This game is very much the right place to put these comments, because it is NOT a comic book, and as such is not beholden to the many follies of the genre. Moreover, the developers of this game have proven more forward-thinking than to hide behind the excuse that "Well, comic books did it." Yes, hack comic book writers and artists might have, but that's the whole point - City of Heroes can do better. City of Heroes SHOULD do better.Quote:But really, this game isn't the place to address such matters. Again, the goal here is to mimic the art form, to give players the sense that they're in a comic book, not to be realistic, redefine a genre, or make social commentary. If anything, valid criticisms of the game's artwork would have to focus on ways in which it doesn't look enough like comic books, not that it looks too much like them. And looking at mainstream comic books, that's not a problem.
At the end of the day, this game is not a comic book. It's a game that's its own thing with its own identity. The worst thing it can do is abandon this to be more like something that a lot of its players aren't even all that into. Both Champins and DC are trying to stick much closer to comic books in terms of theme and artwork, and yet a lot of us are still here, playing this game and not there playing those.
Like it or not, as games become more popular and develop a more diverse player base, the old excuses simply no longer work because more players are bringing up the same concerns. This will not go away and the "comic book excuse" will only ring more and more true. Horrible representation of women is no more excusable with comic book logic than horrible storytelling and disjointed continuity is. -
I don't disagree with adding more customization options to Staph Fighting (still waiting for that Weapon Pack), but I think this is best put in the new All Things Art thread.
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I see no reason to remove the Statesman and Sister Psyche from history. The developers tried this with the 5th Column way back when and it backfired on them. Take 'em out of the here and now, sure. They're dead. But leave their history, backstory and impact alone.
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Quote:Um... And players would want THIS? I'd much rather have "old" content give lower rewards when I get too many level shifts but have new powers not be that much harder to unlock than running into what sounds like the 35-40 game of old.Neither the developers or players want this.
The best solution would be to simply increase the amount of salvage necessary to craft later Incarnate powers. A Tier 1 suddenly requires 3 Commons, 3 Uncommons and 2 Astral Merits; a Tier 2 requires 3 Commons, 3 Uncommons, 2 Rares and 4 Astrals and 1 Empyrean Merit... and so on. -
I don't know, I much prefer Eunuch Statesman. Crotch notwithstanding, this is probably the first pic I've seen of him where his glued-on helmet doesn't look goofy.
And, yeah, I think City of Heroes SHOULD do better. That pic which was suggested for the forum background and then scrapped looked considerably better. Slinky spine or not, I just don't like the artwork on Penny there. Too much scowl, too much weird ankle, and I'm getting mighty tired of people leaping at each other. Can we see a fight take place on the GROUND, please?
Or, you know, a loading screen that's NOT a battle? How about that memorial pick of Stats' coffin that got thrown around a while ago? -
Or sweeping the floors or delivering mail. I guess not having a UI team might explain why the developers react to requests that involve messing with the UI like a vampire hissing at a cross.
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Quote:I have a question: When it was discovered the player choice wallpaper didn't work, why not abandon the swapover and retain the old background? Failing that, why not just drop a solid black background that's of the correct size or proprotion or whatever is necessary? Were those options considered?Our original intention *was* to give the Community an option in this matter. Unfortunately, circumstances didn't work out. Production schedules being what they are, we did not have the option to resubmit this skin for Community consensus. In the end, it was far more important to me to not alter the size of the reading pane and thus change the structure of what you're actually looking at 99% of the time on these forums; The posts and the words contained therein.
Secondarily, will you look into swapping the background into Option 1 when time permits? Failing that, would you look into swapping it for something else with I24? You can always repeat the poll and this time make sure you actually CAN act on it? Even if it takes a while, that might serve to restore some faith in the long run.

