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I'm throwing "never" around as a hypothetical situation, just to describe the kind of thing I don't want to see. I don't know how much money Paragon Studios marketing think they're making, but JUST getting people to acknowledge the Paragon Market exists is not enough to turn a profit. These people need to go there and specifically see something they want to have.
I'll give you an example - the Steam Store. There was a time when I'd order Steam to start straight in my Games Library since I thought to use it just to launch my games. But then I spotted something in the Market, I think it was L4D2, at a 75% discount and thought... "Wow, I didn't really care much for this game, but for that amount of money, sure. Why not?" I bought it, I loved it, and then a while later I went back to look for more discounts. This time I snagged Portal dirt cheap. Possibly even for free, there was a giveaway at one point. Then after a while I caught myself logging into Steam, going to the Store, browsing the "Specials" and promptly logging back out without even playing a game. Eventually, I apologised to Steam and asked it to start logging me into the store first anyway.
My point with this? I wouldn't go to a store and shop if all I wanted was a specific item, especially if I'm forced to log in and claim it at a time when I don't feel inclined to shop. I'd go shopping if I log into the store and see something that's either so awesome I gotta' have it or something at such a discount I might as well get it, and the Paragon Store "Featured" section is a FAILURE on both counts. The featured stuff is crap most of the time and the only discounts I ever seem to see are for consumables like enhancement recipes.
Generally speaking, I fail to see how getting me to go to the store and get an item for free is earning Paragon Studios any money, when the store I have to visit has crap in it that has pretty much zero chance of getting me to make an impulse purchase. That's twice as unlikely when I have to log into the store in a hurry for fear of missing the exclusive giveaway where I REALLY don't want to shop, but I gotta' so better hurry. This doesn't put me in the mood to buy, it puts me in the mood to cash in and run.
I don't need free bait to go to the Market. What I need is discounts on expensive items. And I don't mean week-long discounts. Swap them around every day. If every day was a new discount, you bet I'd be going there all the time just to see if what I want isn't at a discount. Crap of the Hunter at a discount? Pass. Maybe tomorrow. Enhancement inventory increase at a discount? Hmm... Yeah, I'll buy that. What's next? Experience boosters at a discount? No thanks, I have plenty. What's next? Character slots at a discount? Yeah, I can always use some.
Trying to get people to just open the Market and see it exists with about the same subtlety as my mother insisting that no, really, I'll like olives if I would just try them is not something I foresee working. There needs to be stuff in there that I want to BUY, which going there for the freeby would show me, and there just simply isn't. Their discounts, as far as I've seen, have not been exciting. -
Quote:Something that got me thinking on the subject is I'm working on explaining a character concept for an artwork commission. For the first time in a LONG while, this has had me thinking outside the confines of what the game has to offer, since artwork can be anything, and in no place was this more painful than with Titan Weapons. I mean, I get that the set's theme makes it so broad we're never going to see too much of any one kind of weapon but... At the same time, it just feels weird to me that we got all of those bizarre weapons and we didn't get a single regular-looking one. Well, possibly except the Minotaur Axe.I know, right? I mean there are some serious real life titan weapons out there, or things close to them such as the actual German Zweihander.
But that's OK, I understand technical limitations and time constraints. But when we finally DO get a decent real-looking Titan Weapon, what happens? It gets locked behind what seems intended to be by far the game's hardest task, and still locked behind a random chance drop. I don't know this for a fact, but I can't imagine even WoW loot is this unwieldy to obtain, since I think an item drops for every member.
I mean, it's a cool sword. I'd buy it. But I can't have it when it requires a high-tier raid and I can't use it when it requires a character who has Titan Weapons and has participated in this thing, which I plain do not have. I have a Titan Weapons character who could use the weapon, but she can't.
"Disappointing" is the word I'm looking for, I suppose. -
Quote:That's not a bad idea, actually. Anything to add more content to the low levels so there isn't all of ONE storyline to run over and over again. And we really DO need to be introduced to most of those arcs. The tutorial and the beginning levels seem to have been designed for returning players, since they have a "you should know this already" vibe to them. We should already know who these factions are, so let's just cut to the chase and go fight them.The 'original' missions of the 5 origins contact could very easily be summed up into a new Kings Row arc, hoping that KR is indeed the next revamp on the list, since it would be logical to rebuild the legacy 'arcs' from 1 to 50 in order.
All of the original Atlas Park/Galaxy missions and almost all of the KR missions were one-offs and not arcs. It would be relatively easy to pull out the basic gist of those missions, excluding the sweepers and fedexes, into one, good Kings Row zone-arc. A basic get-to-know-your-factions arc helping the PPD put out 'fires.'
And that Kings Row arc could incorporate the AP and KR Safeguards.
Having an arc that introduces us to at least some of them, like the Vahzilok, the Lost, the 5th Column and so forth, would be a great boon. The game has been losing a lot of its "mystery" over the years as writers forget how some lore pieces were supposed to be secrets revealed later in the levels. We've lost a lot of our mysteries and really gained very little, since there seems to be precious little behind most of the new factions introduced.
I've heard Twinshot and Graves described as being geared towards total rookies, which is why it's OK for us to be stupid and inept. This, however, runs into the problem of concept assumption, because a character of a very low power level does not need to be inexperienced. Even if we assume the character first developed powers shortly before starting the game (thus excluding those who HAD powers but lost and regained them), you can still have experienced characters. A grizzled old cop who got shot with a magic gun and developed super strength from it, for instance, or a very intelligent scientist who's just now starting to churn out technology which creates legitimate super powers.Quote:Obviously Twinshot is the tutorial arc (which pops up when you don't really need one anymore), but it's the same with Habashy; you end up with a lot of dialogue that's just nothing like you and you don't have a choice.
"Weak" is not the same as "stupid" or "young," and making the assumption that it is is a mistake. -
Quote:I dislike that even more, actually. Yes, regular hunts are a pain, but at least they don't give me flashbacks of playing Lineage II, in the sense that enemies don't spawn on top of me. I HATE the standard MMO fare of enemies standing 50 feet away from each other doing nothing and constantly respawning like I'm there to grind levels. I know WHY they did it, but I still vastly prefer instance.I only dislike street hunts when they become actual hunts. The ones in the intro arcs don't really qualify... Here you get sent to locations where the enemies you need to defeat are the only ones around. There's no effort in these 'hunts' at all.
And besides, sending me to a location across town to defeat all of three enemies is just wasting my time in travel. -
Quote:Here's the thing - I was in Sweden from last Sunday until late day this Sunday. While I was in Sweden, I was working 14 hour days, with a 30-hour travel time Saturday-Sunday. I was in no position to even think about City of Heroes, let alone look for a Freeby Friday. If I'd missed this because I was out of the country and was told "Nope, you can never have it ever because our marketing stunt forbids it!" I would have been pissed off as all hell. Getting me to check the Market is one thing. PUNISHING me for not checking the Market is not acceptable.These points, not so much agreement. For YOU and ME, it's all about the princess hat, or whatever. So that's how the whole issue is framed in your mind. For MARKETING, it's all about getting you into the MARKET to click around on stuff. In some cases, the studio gets a lot by encouraging a set of expectations and habits based on denying you the ability to spend money to get a cosmetic item you want at a later date than RIGHT NOW. Even when the bait is FREE, there is a relationship being established here--on their terms.
I'm fine with getting a great deal by checking the Market every Friday. That's a good idea overall, and I like it. Getting an EXCLUSIVE for checking the Market is NOT a good idea for the simple fact that I don't always have a chance to do so exactly on the day when I'm supposed to, and I don't appreciate having my arm twisted to do it, anyway. In short, get people to check the Market by saying "Order now and you get a better deal!" and not "Order now or you can never order again!"
Now, I got the hat. Lucky for me, it was still buyable mid-day Tuesday on my side of the world. That was pure luck, though, in that I recovered from my gruelling business trip in time enough to be able to care about playing games, but I was THIS close to missing it. I caught the "sale" within about 8 hours of it going down, and the only reason I did was I caught a thread about it on the forums since the previous Freeby Friday sales were such crap.
We don't need EA style marketing here. -
Quote:Yeah, so much for my enthusiasm about it.The only decent Titan Weapon that'll actually work with the animations....and it's beyond endgame. Hooray!
Thanks for letting me know, though. At least I can stop wishing I had it now that I know I can't. Can we at least get a few medieval-looking Titan Weapons that AREN'T tied to a major NPC, then? -
Sometimes...
Xanta, my giant Troll girl, has a natural hatred for the actual street gang, the Trolls. Part of her backstory has the Trolls terrorising a small community she was protecting, which she didn't take kindly to, plus they stand as an example of everything that's wrong with being strong and irresponsible about it.
Mage-Killer Po, my house cat turned human-cat monster by magic experimentation, is naturally inclined to want to hunt down and kill mages, believing their meddling with nature to be dangerous, especially when done by unethical, horrible people.
Hatarla, my fallen angel, tends to pick on anything demonic or monstrous. As an outcast of her own kind and a person who lived a life of violence and sin, she wants to salvage what's left of her existence by fighting back the evil she used to serve.
Akili, my lizard girl, hates ruthless criminal corporations. Produced as part of a genetic engineering project to create mutant super soldiers, she started out as a pure anarchist fighting to challenge oppression and authority wherever she could. Mad at the world, as it were. Eventually, she narrowed down her anger against just the specific kind of people who harmed her personally, which is people like Crey, Malta and Aeon Corp.
That's all I can think of at the moment, without walking into concepts that specific characters of mine hate, like mind control or torture or the like that aren't specific to an enemy group. -
I imagine not seeing people play Stone Melee has more to do with the fact that the set is available to all of ONE AT, and it's a somewhat team-reliant one at that. I don't know if the set is good or not since I don't really play Tankers, but it can't be as bad as people make it out to be.
Stone Melee, though, I CAN sell to you. It's an awesome set. It's hard-hitting, if somewhat endurance-intensive, but I rarely pick sets based on performance. I'll let others handle that, and will instead focus on aesthetics and story.
The couple of characters I've used this on have gone quite a ways to explain the hammers and such. Ezikiel, my flagship villain, has pretty much atomic control over mineral and crystalline structures. He's able to transform any kind of rock into any other at a nuclear level, as well as reshape the molecular structure of rocks to change their shapes, and levitate them at will. As the man is conservative with the use of his powers for reasons of dignity, he mostly uses "rock hands" in combat as a less obvious way to fight. For instance, when stopping an energy blast, he's less likely to cover himself in crystal and more so to cover his right hand in crystal and "grab" it.
How I explain the hammers is through the use of "quantum sand," a substance Ezekiel can produce which is rock in a sort of state of flux and doesn't represent any type of real rock that exists. It's the raw material which he can "solidify" into physical objects, and it has the appearance of yellow, weightless sand. Zik can produce this from anywhere on his body, and will often just trace a line through the air with his hand, leave a train of this quantum sand and simply grab it to form the shaft of a stone hammer, with the hammer head forming on its own after the fact.
Of course, mine is Stone/Stone, so I get to play around with the various armour and various attacks, but it's how I explain it. -
I go to Sweden for a week and I miss this? OK, then enjoy my "on the outside looking in" perspective.
It's ridiculous to me to see a poll go so clearly and unambiguously in one direction and yet have the decision made in the other direction. I haven't seen the reasons for this, but I can't think of a justifiable reason to pick what the poll clearly showed people did not want over, say, NOT updating the forum background. If you have to, leave a flat back background with the City of Heroes logo until you work out whatever technical problems there are. And I hope there are technical problems, because otherwise this casts polls from our community team in a very negative light.
If I could, I'd vote for option 1. I find Penny is in a much more appealing pose in there. Her head doesn't look like Trollface and she isn't constrained to the "people leaping at each other" motif that we've had going for some time. If we're going for a static shot I'll be seeing over and over again, I'd rather it were a more neutral one, because I don't really enjoy seeing my heroes perpetually scowling like I logged into the City of Leifeld forums. Pick poses and pictures appropriate to the environment you'll be using them in. Penny standing up looking strong and tall is, to me, much more appealing than penny twisting her spine, twisting her ankles and twisting her face.
I dislike the current loading screen Penny pick. In my case, it's not so much a question of sexism, so much as I just feel this is a terrible picture. I don't know who made it (David?) so I don't want to spit on it, but I really do not like it. The one offered as Option 1 is not only superior for the forums, in my opinion, but I'd also like to see it in the actual game. To me, it's simply a superior pic. In fact, the way she's posed and with the low-res pic, Penny's face paint kind of looks like tattooed tears, making her looks a bit like Diamanda Hagan, which just makes her look all the more impressive.
In short, this decision is gravely disappointing, more so with the poll results. -
Quote:People have suggested this previously, but it always comes down less to making enemies smarter than it does to making fights plain harder by throwing in more enemies and thus further rewarding AoE-centric builds and those with high survivability. I realise it's stupid that you can explode a super nova in a room and still have people across the floor not notice you, but it's a break from reality I'm happy to accept since it makes combat more manageable. I can always aggro more enemies if I want to simulate this, but I'd rather not have this forced on me.I'm not saying they should change this, but I've always been amused by how, when you attack a base, all of the enemies almost always just keep standing around wherever they happen to be. "Yeah, the heroes managed to kill my buddies up there in that room, but they said guard the nondescript hallway, Bob. So come hell or high water, I WILL guard the nondescript hallway."
I always thought some missions might be a little more... um... interesting if, as soon as you attack someone and they know you're there, an alarm goes off and they send everyone to fight off the attackers.
What do you mean, everyone?
EVERYONE!!!!! -
Does anyone have a pic of the sword... Or an explanation of how to craft it? Can a level 50 character do this retroactively? I'm actually actively looking for a pic to show to someone.
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This looks... Wet. Seems like a decent set visually, but it falls in that category of perfect storm of things I'm not looking forward to. It's a blast set when I can't play any of the ATs that have access to it, and it's water blast which, kind of like animals, really isn't something I ever really asked for.
Of course, that shouldn't take away from the set. The visual effects on it are pretty dang good, and I'm sure it'll make a lot of people happy. And wet. Read that how you will. -
I still vastly prefer the old arcs over the new ones, for the simple reason of volume. I make a lot of lowbie characters, and running through Matthew Habshy's verbose arc that expects me to care about what's going on for the umpteenth time just isn't gonna' happen. Sure, the old missions might not have been great, but they served to introduce various enemy groups, and there were five of them. Plus, even with the running around for plaques, they weren't as padded. I HATE street hunts, and the new arcs are pretty much 90% that.
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Quote:There's no reason to not offer this for money at a later date. It's no less sporadic or exclusive. You're getting the costume item FOR FREE. This isn't a discount, it's giving stuff away for free. The people who'd jump at the chance to get an item for free aren't the kind of people who'd just shrug their shoulders and drop real money on a whim, and the people who'd drop real money on a whim aren't that likely to be excited about a freebie.I even suspect the player base at large and MMO players in general appreciate the diversity that emerges out of sporadic freebies, exclusive offers and contests.
Take me, for example. City of Heroes is more or less my only entertainment spending, at least usually. I have no compunctions about dropping, say, $10 to get a costume set I want that just came out. A freebie really doesn't carry that much appeal to me, in the sense that I won't get off my *** and go out of my way to claim it. If it's something I want, sure, I'll get it, but I'd have paid for it, too. If it's something I don't want, like pretty much all the previous freebies, then I won't bother even if it's free. A minor XP Booster? No, thanks. I have 20 major ones as part of my subscription. The logistics of claiming it, picking a character for it, claiming it on that and then picking a time to use it just isn't worth the bother.
As far as I'm concerned, "exclusive" offers should only be exclusive as freebies or for a certain amount of time, after which time people should be allowed to just buy them. The studio gets nothing by denying me the ability to spend money to get a cosmetic item I want. -
Quote:Teleportation is movement in the sense that the character is taken from one location and placed in the other, and is considered to be at all places along the path in the meantime. It's how all movement works, only regular movement "pulses" in shorter hops and is restricted when characters encounter clip boxes. There's no reason, however, that movement has to respect those clip boxes for the same reason most FPS games have a "no clip" mode somewhere in their guts, be it accessible through cheats, the developer console or by hacking the engine. It's not a restriction.I know it's just movement for players (which is why we can't teleport around corners) but if its the same system for enemies like Tsoo, how can they teleport around corners and into completely different rooms?
Players can similarly teleport through terrain so long as they have line of sight between their camera and where they're teleporting. That's why ye olde porters used to use a slash command to force their camera back about something like 300 feet - to get a better view. The AI does teleport with no need for line of sight, but that's only because line of sight is a limitation on our control interface for the power, not because the mechanic requires it. It's like being unable to hit something you can't target not because it's invincible, but more because you have no means of requesting the attack to happen. It's also why you CAN hit enemies who have thus placated you with PBAoEs and location-spawned pseudo-pets.
I don't mean PBAoEs that you can use without a target. I mean genuine targeted attacks, like your basic melee attack. For instance, when I fought them with my Stalker last, I had the tendency to use Vengeful Slice against them. What you need to do to notice this is queue up the attack - not execute it, just queue it up - then make sure the Sorcerer teleports past you. This is most easily done when you see him go to teleport and turn towards you. Since they face the location they'll be teleporting to, you know where he's going and, by extension, where he's going to pass through. It's often possible to kill them mid-port and have them come out dead, something I like to call "Teleport Corpse."Quote:From my observations, it seems that attacks go off based on where the mob is at the start of the animation*, not where they are when the attack actually goes off. So if I use an instant AoE, it will only affect (either hit or miss) those mobs who were in range when the animation started. If a mob was out of range when the animation started but runs into range before the actual attack happens, it's as if they weren't there at all - the attack neither hits nor misses, it simply "ignores" them. And in the same way, a mob that was in range when the animation started, but runs or teleports before the attack "hits" will still be hit. I do enjoy it so much when I land a "killing blow" just as a Porter ports away, and I can see him "die" just as he rematerializes on the other side of the map
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Ah, I see. Thank you. I checked and it's still free. Says it will be for another 10 hours or so. I still hope it's purchaseable for actual money after the free grace period expires, though.
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Wait, princess hat? I was abroad and had no time for City of Heroes. What did I miss? Was it exclusive? New? Can I get it after the fact for real money?
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Wait, I can run that through Ouro? Can I drop the AV at the end down into an EB?
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Quote:There are ways to build unplayable characters, actually. Toggle Man and the Determinator are pretty good examples, though if you were to argue you'd have to go out of your way to do it wrong, I'd agree with you. However, consider where content has been going of late - more and more "challenge" by including enemies with higher base to-hit or who taunt a lot or who have massive endurance debuffs or other nasty attacks.I would argue that there is no wrong way to build but there are certainly "better" ways to build. A wrong way would suggest you can make a build so wrong as to be unplayable. That is not the case with CoH.
In City of Heroes, it's not so much the case that there's no way to build "wrong" - there are PLENTY of ways - so much as that the game is relatively easy to the point where you can build wrong and still succeed. That's a good thing, especially in comparison to most other MMOs. However, it doesn't really change the fact that there very much are right ways to build, as well as a largely objective measurement of what build works and what build doesn't. I generally subscribe not to needing a build that's the best, so much as one that's "good enough," but even that is still driven by an objective goal of power that is informed by how the game is structured, thus making at least quite a few of my decisions for me.
Easy examples: Making a melee character and NOT taking your status protection is a mistake. This can't be argued with, because there is no situation where NOT having, say, Practiced Brawler is better than having it. I learned this back in 2004 when Anathema and Pariah Lost started spawning in my at the time incredibly large cape mission, thus teaching me the value of status protection. Similarly, there's no point in making a Blaster if I won't take any of his attacks. I'm not even sure if that's possible, but I suspect you can come close. Obviously, those are relatively easy mistakes to avoid (I still built a Dominator for damage and little control and paid the price in frustration), but again - you're still solving a problem with measurable correct solution from the game.
Again, that's not a "bad" thing. That's what a game is, pretty much. But at the same time, this is a very different kind of interaction with the game, ESPECIALLY in City of Heroes, because there's really nothing to lose or gain from costume creation, not practically speaking. To some, this is demotivational because it has no reward mechanic while for others (myself included) the satisfaction of producing something appealing is greater than any reward any game can ever offer.
This sort of difference is, as I'm fond of saying, neither a good thing nor a bad thing. It's just a thing, but a thing that I find it's a good idea to keep in mind. Gameplay and costume design are rewarding in very different ways and, again, trying to bleed these kinds of satisfaction between the two is a mistake. City of Heroes actually has a pretty neat segregation of stimuli. You have the playing, achieving and accomplishment side of it with the actual gameplay, and you have the creation, artistry and self-expression side of it with costume creation and customization. Trying to turn costumes into gameplay elements is a mistake, as is presenting gameplay that's less interactive and more cinematic. The game does both very well, so there's no real reason to try and cross-breed them between game aspects. -
Just yesterday, I came back from a very gruelling business trip and my back feels like a sumo wrestler tap-danced on my shoulders while carrying an elephant balanced on top of a piano. For seven days straight. So if I ramble on, please forgive me.
For a while now, we've had this debate about gating cosmetic items, which eventually brings up the subject of gating powers. I don't want to get into this debate all over again since it's been going for close to a decade, but I did finally manage to put my finger on why I feel aesthetics are a fundamentally different aspect of a decent game than gameplay. Now, most of you will probably say "No duh!" but hear me out. I have a good reason for WHY they're different, and it comes down to objective and subjective values.
Let me ask you something: What looks good in this game? Pretty open question, right? Because what looks good, especially in costume design, pretty much depends on who you ask. "Beauty is in the eye of the Beholder" doesn't quite cover it here, since it's not always even a question of beauty. I've seen a fair few people make specifically ungainly characters to serve a concept or just to make a statement, and they still play those with enthusiasm.
What it comes down to is you really can't do cosmetics wrong, from a "player using the editor" perspective. Can you make a costume I won't like? Sure, I'm highly opinionated, but I don't pay your subscription so what do you care? Can you make a costume that art critics will pan as the worst thing ever? Of course, but do we all really aspire to be recognised artists? Can you make a costume that goes against the art team's aesthetic vision? Well, every artists who's ever posted on the forums has held fairly strong views - BABs didn't like clipping and giving players "ugly" options to trust them to make them work, Jay famously joked about hating furries and David seemed to really like high-detail, high-fidelity pieces while seeing older, simpler ones as needing an update. But going against the art team's vision is not doing it wrong, it's simply having your own vision that might just be harder to achieve.
My point is you can't do cosmetics wrong. I said that already, and I meant it. And this, really, is what sets them apart from pretty much any other aspect of the game and, hell, from cosmetics in damn near every other game out there. The game simply has no rules to dictate what looks good. Your appearance is separate from all gameplay aspects, and thus essentially doesn't matter. When I made Praxis, my Mary Sue goddess, I made her fond of giving people non-choices. "Follow me or die. The timeline will remain unchanged either way." That's essentially what cosmetics are in this game. It doesn't matter what you pick, the game will play out exactly the same way, and this is liberating in such a way that I don't think any other game has fully grasped. When there are literally NO consequences for ANY look you pick, then this frees you to look like whatever you want. Fire up your imagination and go wild. There is no wrong way to do this.
Then the actual game starts and practical concerns start cropping up. Which powers do I take? How do I slot them? Which Set Inventions give me the best bonuses? I've heard a fair few MMOs advertise themselves as having great customizability in character building, and this always scares me. Recently I wondered why I'm so reluctant to accept build customization when I like cosmetic customization, and I think the answer is... I don't know what I want. More specifically, I don't know what I'm supposed to want. That's really the crux of making a great build. I can crunch the numbers and do the averages and figure out what stats a build will give me, but I'm never really certain what kind of balance of stats is actually the best. I never know what works, but unlike cosmetics, there actually ARE things that work and things that don't and these are objectively measurable.
The truth of the matter is you CAN do a build wrong. City of Heroes makes this harder by comparison, but the fundamental construct which creates the situation in the first place is still here - there are right ways to build and wrong ways to build, and thus character building depends on recognising what works and what doesn't. Sure, the point of build customization is for me to find the thing that works that I like, but what if none of what works mechanically works for my sense of gameplay? What if none of what works mechanically is something I can achieve in a way I enjoy? I've made such a fuss about it that I'm sure everyone knows I dislike Inventions, and this is where that comes from - it's less a question of customization and more a question of optimization.
To step back for a moment, the crux of my argument here is that aesthetics and gameplay are measured in two philosophically dissimilar ways. Aesthetics are judged based on subjective taste and opinion, while gameplay is judged on an objective, testable scale of performance. Oh, sure, there's wiggle room when multiple ways exist to produce similar performance, but the aspect of having to produce performance in the first place informs what a build looks like and thus puts an objective guiding limit on it.
Now, my whole point isn't to claim gameplay being objective-driven is a bad thing. Far from it - that's kind of sort of the point behind games. Take that away and you have Second Life, more or less. But what I AM trying to say is that cosmetics and gameplay are two very different aspects to a game, and it does that game a disservice to let the design of one bleed into the design of the other. Granted, a game works best when aesthetics and gameplay click together, but that doesn't have to happen by having gameplay dictate aesthetics, when player choice can often produce a synergy much more powerful for the one person who really matters - the one actually playing his own creation. -
The idea behind Wing Raiders is sort of the same behind Eagles - they run away and shoot at you from range. The problem is that this is caused by a pulsing self-fear power which mimics this behaviour by a means that's not exactly precise. They'll run away, sure, but what they do AFTERWARDS isn't always predictable. If the NPC's AI had decided to use Brawl, it will probably come back to that after it runs. It's why Eagles have no melee attacks.
Porters and Sorcerers are probably using a different AI quirk altogether, but I highly suspect it's some kind of pulsing AI command that orders them to use Teleport. Because they seem to have control over this only when they're teleporting TO an enemy, they just port around at random.
Fun fact: Teleportation is not instant relocation, it's just REALLY fast movement. If a Sorcerer teleports past you and you have an attack queued up on him, you'll hit him, even if he started from out of range and appeared still out of range. You can see this if they have a debuff on them, how it stretches between the point of teleport and appearance. -
Yeah, PK still has his forum and a stable user base, to boot. I can't really speak of the site's current status as I haven't been there in a while, but last time I was, it seemed friendly.
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NPCs taunting is kind of like NPCs using Fear powers - you can't jut give them a direct port of the player power without adapting it in some way. Being unable to target other enemies would be a good idea, as a way to know what's taunting you, and instituting some way to ensure your target doesn't get swapped too often might be good, as well.
At the very least, I'd like to see one application of taunt cause the player to rebuff any further ones until that one runs out. -
Quote:Before meeting Ghost Widow in person, we know:What more did we know of GW at that point than we did of Statesman?
How she died, in gruesome and unpleasant details via the surveillance tape, which gives us the pathos of the Wretch.
How she returned, what her relationship is with the Wretch and why she's in Reclue's inner circle.
What type of ghost she is, including what keeps her here and what her possible motivation and personality might be.
If you run the Veluta Lunata mission: That Ghost Widow has a controlling, sadistic streak.
If you listen to people's conversations: That's she's incredible dangerous and prone to causal violence against people who mock her.
We know she has her own tower separate from the rest of the island's Arachnos compound, with a single Drone guarding the door that's apparently NOT under Arbiter control.
Between that one story and the random trivia before it shows up, we know enough to give Ghost Widow a personality, and one that's not that common in the game. That's a LOT more than we know about most of the characters in, say, SSA1 before we meet them, or indeed by the end. The request about involving signature characters in storyline was made with the intention to give them more exposure and introduce them to people. Using them on first appearance as though we're well familiar with them is why I find the SSA1s don't really benefit from using signature characters.
