Samuel_Tow

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  1. I hoard all my temporary powers, because I don't want to use them. Period.
  2. Samuel_Tow

    Fix Group Flight

    Quote:
    With the upcoming change allowing Mastermind pets to zone with you, I've considered actually getting group fly for my cadre of cannibals.
    When was anything like that announced?
  3. Yeah, I want my old NA colours, too. This petrol green-blue is neither the same nor better.
  4. Quote:
    Originally Posted by Lazarus_NA View Post
    /unsigned

    Even in a single-player game like Fallout 3 that has such annoyances in the DC area where I can save, quit, and reload later I'll still use fast-travel all the time once I uncover the metro locations just to avoid all the tedious running and maze navigating. Once is more than enough.
    The problem here is actually one of design, rather than basic concept. When you want to travel, and especially when you want to commute, then travel impediments become a problem. This is ESPECIALLY true in Fallout 3, when you have to cross that damn Capital Wasteland up, down and sideways eleventy billion times. Exploring it once is fun. Running around it to get from one place to another on a mission... Not so much. Going back and forth, back and forth, back and forth... Is murder. And, yes, the largely identical cut-price metro tunnels are the worst.

    However, at the same time, there is no denying that oftentimes the journey from one place to another through dangerous wilderness can be the adventure just in itself, rather than the tedium in-between the adventures. Movies have used long, perilous journeys as entire plot segments, games devote entire chapters to travelling... We live in a day and age when travel itself is not an impediment, but merely a time-consuming annoyance. But historically, travelling around the world was a perilous ordeal up until relatively recently. And travelling by foot even today is still an adventure, for those who still like to engage in it.

    Travel CAN be an adventure, but the key part in making it such is to ensure that travel ITSELF is represented as the actual mission, rather than travelling being the means to GET to the mission. Which brings us back to what I originally suggested as food for thought - an INSTANCE mission with travel powers disabled, the only point of which were to get from point A to point B through a whole lot of enemies. Think about it - this isn't much different from how our current missions are structured, the only difference being that if you get an outdoor instance, people are either flying all over the place looking for the glowies, or sweeping far and wide to cover all land area. Well, think about a mission the point of which weren't to find a bunch of hidden things, but merely to either follow a route or FIND a route to a specific location. Such a mission could then be HUGE and present multiple official paths, maybe even with a map pre-uncovered.

    I've always wanted terrain in this game to mean more. Not necessarily all the time, but from time to time it's good for us to NOT be able to just override any terrain and fly over everything.
  5. Quote:
    Originally Posted by KaliMagdalene View Post
    Heh.

    I don't think they're all good, but I think it's silly that a lot of discussion in this thread was about how MA was only farming and PL maps, but then the story arcs that do exist aren't ever good enough, plus custom mobs are stinky.

    It seems like that some people just can't be satisfied.
    With the Architect, unfortunately no. I was expecting to have a lot more use for the thing, but between the tickets system and experience restrictions (outside of farming) as well as the ever-present problems with fan fiction, I just find I have no use for it. I have all of two arcs made, myself, but I haven't found many arcs there that I actually liked.
  6. Here's what I keep asking people high and low: what is the POINT of these "social network" stuff? I keep asking that, and so far I've gotten very few answers. I did get a couple of interesting ideas right out of a global channel in-game, of all places, such as if a famous person tweets, there will always be fans who WILL read, or how one could use these tools to organise SG or other community events.

    Now, those are all fine and all, but I think they miss the point of a "social network." Tweets, blogs, Myspace accounts, Facebook accounts... What is the point? Please understand that this isn't a criticism of the system, as I'm not someone who's used it and hated it. I'm a person who had never had a reason to use these things, and who doesn't GET it. These services are spreading around the Internet like a bacterial infection, and they are obviously very popular. My question is why?

    "Reducing loneliness" is a good concept, I suppose, but in words only. I've tried "reducing loneliness" via strangers, and lemme tell ya - that does not work, least of all when that communication with strangers goes one way, as a blog typically does. I don't see the point of telling things to the world.

    Now, I've stuck with Internet forums for a long while, and it's easy to say I'm still engaging in a social network, only in a more conventional form, but that's not actually true for me. I hope I don't insult anyone by saying this, but I don't come to these forums for the people and the socialisation. I most certainly don't come to SAY things. I come here for the replies. Information, arguments, ideas, concepts... None of those things need socialisation. As a matter of fact, I treat almost all people, both friends and strangers, as something in-between the two, so maybe I'm biassed.

    But, really - what is the POINT of these social networks?
  7. Quote:
    Originally Posted by BackAlleyBrawler View Post
    Okay...that is really odd. Because the sound is part of the FX script in the sequencer and can only be triggered if the door is playing that animation. As is the flag that disables collision, allowing you to walk through the door.
    BABs, I can testify that packet loss can play havoc with your scripts, specifically packets "lost in," the red lines on the netgraph. I experience intermittent packet loss related to my ISP, and I've seen it do a lot of weird things. Doors opening server-side and for others but not for me is one, but I've also seen a lot of instances of NPCs playing their attack EFFECTS but not their attack ANIMATIONS. Say, Crey Agents with Energy Melee will stand in their combat stance and do NOTHING but wobble around, yet their hands will glow pink, power sounds will play, effects will play on me and I will take damage, but the enemies will not animate anything. This will actually happen to my own animations from time to time, as well.

    As well, I have to join the people who say enemies can "rubberband," even before being defeated. For some reason, enemies will spontaneously disappear and reappear 20 feet to the left, to the right or off camera, stay there for a second or two, then reappear where they're supposed to be. This appears to be entirely client-side, as the server will always eventually return them to where they should be. I've seen enemies pulled out of a run, taken to the side, then returned to where they would have run to had they not "shifted."

    To me, this looks very much like the old "empty mission" but where you'd load into an instance and enemies would not draw for you because as far as your client is concerned, there is nothing there to draw. The enemies are still there and can attack you, though. Then there is the "invisible team-mate" bug, where a whole team will load into an instance, only one person on the team will be invisible to one other person. To to the unseeing player, the invisible player will be shown as still loading and the client will allow the unseeing player to apparently run through exactly where the invisible player is. In fact, the unseeing player can stand INSIDE the invisible player for a second, after which his client will sync up with the server and the unseeing player will be bumped aside.

    I have not seen the above bugs in years. But then there is the "ghost town" map where the client and server will desync and the player will be shown moving around on the client, but will not be moving around on the server. This is the bug you guys added the /sync command to work around. In fact... I wonder if /sync will cause these stuck doors to open. I'll try it next time I meet one.
  8. Quote:
    Originally Posted by Schismatrix View Post
    But does that mean that only certain AT's and power combinations would be allowed to dual-AT?
    Fire/Fire Blaster to Fire/Fire Tanker
    Stone/Stone Tanker to Earth/Nothing Controller
    Spines/Dark Armor Scrapper to Nothing/Nothing Defender
    And so on.
    And again, read what I wrote. Yes, there is that problem. That is THE problem, and it's one that has neither a clear-cut solution, nor indeed an easy solution even if one existed. I will accept that because that is the main caveat that I based this whole thought experiment on. So, yes, you have a point. Exactly as I said in the very same post, or perhaps the one before.

    What I will not accept in good faith, however, is the notion that this presents some kind of extreme balancing problem. Balance is made based on what you bring to the fight. Since you CANNOT bring both ATs to the fight, only one at a time needs to be balanced, and... Well, one AT at a time is how the game is balanced now.

    Again, this takes the concept of at least somewhat dynamic team roles and offers a solution that is just a simple and just as labour-intensive as something like power customization - make a matching pair between all the powersets of all the game's ATs, which undoubtedly means making new ones, which in turn means a whole lot of work. Of that there is no doubt. But just at the same time, dynamic team roles as a concept is something that, at least to me, represents a step forward in MMO design, and this longshot is about the only way I can see something even remotely like that retrofitted in an MMO this old without having to take it apart first.
  9. Quote:
    Originally Posted by Lazarus_NA View Post
    Just because a critter is interesting to look at doesn't mean that they're interesting to play against. So many of the official critters have a total of 1 to 2 powers. They're so damn predictable, you know just what they will do in any situation at any time. Even the weakest custom critters have twice that and can make for much more interesting fights as they won't always do the same things repeatedly.
    That depends on your definition of "interesting." To me, interesting doesn't mean challenging or unpredictable. I like easy, predictable enemies who look cool. I'd pick the Warriors or Crey or even the Nemesis Army over anything and everything I've ever seen a player create. They're simple, they're straightforward and they're easy. I don't play this game, or indeed any stat-based game, for the challenge and the bragging rights. It's a game of numbers that either plays out by the book or you lose horribly. You either have the tools to handle a situation or you don't. And I'm fine with that - I try to have all the tools I'll need and I step on the faces of any NPCs I run across.

    If enemies aren't interesting to look at and interesting to watch, they're not interesting to fight.
  10. Quote:
    Originally Posted by Cavatina View Post
    The problem is, you have to build around team balance. if you dont, then everyone can do everything alone and teaming becomes a pointless gesture.
    This is actually one of the complaints I've heard about champions from some friends. Theres almost zero motivating factor to EVER bother teaming because you can solo everything.
    Did you actually read what I wrote? What "team balance" issues are there if you allow a player to go to a Trainer and switch to exactly one other AT with the same theme of powers, which had exactly one alternate build? How can a player "do everything" when the restrictions on the AT system still remain firmly in place. A Tanker can't Blast and a Blaster can't Tank. But the Tanker CAN transform into a Blaster at a trainer once every half an hour or so.

    You speak as if I suggested we do what Champions does and just open all powers from all sets to everybody, something I specifically stated I was both against and considered impossible to implement in this game as it is now besides.
  11. Quote:
    Originally Posted by Nethergoat View Post
    This I don't understand.
    It's not like most of the minions and lieutenants in the game are that fascinating, or that we don't fight them a billion times during our careers. Novelty has its own value.

    I like the creative aspect of MA for the same reason I like checking out player bios while I'm running around the game. It's fun to see what people dream up, even when most if it is junk.
    The normal in-game NPCs aren't that fascinating, that is true, but they are different from what I can make in the costume editor. I've seen a lot of the combinations in that editor, I've seen a lot of people's costumes and gone through a lot of my own. What the editor produces isn't novelty to me. As I said, outside of a particularly cool player character or boss character design, I haven't seen anything I've found interesting. Player minions are just... Well, player characters, and the great majority of those just aren't interesting. The great majority are also not spectacularly well designed.

    Here's the thing - I don't mind not particularly interesting when it is at least unique. I mean, Crey's scientists, security guards and agents aren't all that spectacular, but they are all unique, some to a greater extent than others. I love the comm units the agents have, the whole-sale uniforms of the security guards and even the sleek rubber suits of the scientists. I ADORE the backpacks of the Crey Protectors, though I'm not that big of a fan of the Tanks.

    Novelty has its own value, but only in conjunction with quality. Just because something is novel doesn't make it good. In fact, very often it makes it really bad.

    I'm just not a fan of player-made arcs in general. No, just because an arc is made by a developer doesn't mean it's good, but developers DO have more tools at their disposal. And the developers have the leeway to make arcs that AREN'T trying very hard, which most player arcs considered good do, and also have the unspoken obligation to NOT make complete and total nonsense. If there's one thing I DESPISE, it's comedy arcs, and those are inevitably the things people rate the highest.

    To me, player arcs are like the old "What a cartoon!" show on Cartoon Network that gave rise to such... Weirdness as Dexter's Lab, Yucky Duck, The Powerpuff Girls, Johnny Bravo, Cown and Chicken and so on. Granted, a lot of those were made into full shows (and toned down a lot) but that segment was like Russian Roulette. Some shows were so weird it was cool, but some shows were so weird it was disturbing.
  12. Frankly, I wasn't going of Champions Online at all (I don't know enough about it) but rather off a video I saw from DC Universe Online, where the Narrator talks about how a power in offensive mode shoots lightning whereas the same power in defensive mode does pretty much a carbon copy of Tesla Cage. I also don't want to get into discussions about what City of Heroes would be like with a free-choice points system. That ship has sailed. I mean, it's fun to think about it, but here I want to keep to something that is at least remotely realistic.

    One of the things I have always hated about traditional MMO balance is that every class is designed with at least a few things that the class expressly CANNOT do. I guess that's part of the course for designing around a teaming structure, but it is individually limiting to a high extent. Looking at our game, however, we already have an out - Dual Builds. Originally designed to alleviate the problem of needing a specific build for PvP that's different from what's best for PvP, the expanded system was marketed as a way to, among other things, have a solo build and a team build. I mean that's not all it's designed to do, but it's still a possibility. We can, theoretically, build on that and allow different builds to actually be of different ATs. It's just a question of what is allowed.

    Now, I want to say something right here - that's a direct AT-for-AT swap. No picking and choosing of primaries and secondaries out of a unipool of powersets like you can in the Architect. One of the overriding priorities of my train of thought is to propose an addition that does NOT break any balancing points anywhere in the game, or at the very least which damages as few as possible. Free power selection has proven to not work in this game and ATs were designed around both limiting raw power and reducing the the ability to gimp. That's not a structure I want to mess with, not least of all because I want to work WITH the system, rather than trying to overhaul it.

    Look at it this way: you have a Fire/Fire Scrapper called Flame Dude and a Fire/Fire controller called FIame Dude. Functionally, the difference between having just one Flame Dude who can visit a trainer and switch between Scrapper and Controller is almost completely identical to having both a Scrapper and a Controller and logging out of one and into the other. Granted, with two characters, you have to level up to 50 twice as many times as for one character with two builds, but look at it from a different perspective.

    I have a Dark/Dark Scrapper I made before I4. When Dark Melee and Dark Armour were ported over to Brutes, I didn't make one. Why bother? I already have the exact same combination. I made a Fire/Fire Brute at some point in I9 or I10. When Fiery Melee and Fiery Aura were ported over to Scrappers, I saw no reason to make one. I already had that combination. Well, suppose my Fiery Melee/Fiery Aura Brute doubled up as a Fire Control/Fiery Assault Dominator? Then I would very much jump at the chance to make a new Fiery Melee/ Fiery Aura Scrapper and I would dual-class him as a Fire Blast/Fire Manipulation Blaster. This adds one extra step of variety, which in turn means we can make more things with the tools we already have without resorting to duplicates.

    Granted, this is a kludge. The system was never designed to even consider this kind of multi-classing in the way a points system would, where you pick ability themes and then pick what you do with these abilities afterwards. Perhaps, from a conceptual standpoint, such a points system would be superior, but I'm not confident it will be quite as straightforward as a class system. But that's besides the point. We already HAVE a class system. The point is to find a way to branch out without having to go NGE.

    I believe such a system of dual-classing would be good for the game. As I said, it would add more variety and, being that you have your extra class from level 1, should allow people to get familiar with their alter ego. What's more, that ought to put an end to the debates about making non-solo-proficient classes more solo-proficient, because those who want to solo will always have a second class to play when they're not on a team. This might actually allow for team-centric classes to become even more team-centric when there's an out.

    I also understand that this is tantamount to an AT respec, and I know how the community views those. I don't believe this is as much a problem, however, as this isn't a respec, it's part of the same character. It's done once at character creation and cannot be altered again. Granted, if this were allowed, for existing level 50s it WILL be the next best thing to an AT respec, but they will not abandon their old AT and will not be able to change their minds. There's also the potential problem of messing with player character balance, but since this only really switches from one stable state to another, it shouldn't present such a problem. Provided we either time this AT switchover to once every 15 minutes or even to having to visit the trainer to do it, such that people aren't switching around all the time, then I don't see it as a meaningful problem.

    It doesn't help Tankers feel more like the tanks of comic books and it doesn't solve my problem with make-pretend threat, but what it does is it gives us more flexibility to adapt to situations and it just makes it so you can pick your strengths and your weaknesses so you're never in a position of wishing to just log out and play another AT.
  13. Samuel_Tow

    City of Rewards

    This is indeed interesting from a purely novelty point of view, but it still does come down to speed, which in turn comes down to reward per unit of time. How those balance against each other is complicated, but that's what it comes down to, because at the end of the day, that's what really matters. "How fast can I reap the rewards," as it were.

    It's probably also worth looking at how the Super-Sidekicking system will affect the whole thing. You speak about +5 enemies, which, unless the new difficulty setting go beyond Invincible, shouldn't be possible come I16. Challenge levels 1 and 2 spawn even cons and +1, challenge levels 3 and 4 spawn +1 and +2 and Challenge level 5 spawns +3. If I had to take a guess at how things will work, "challenge levels" will be stripped down to three levels and "enemy numbers" settings will fill in the gaps and expand that way.

    What that means is you will likely be able to pad your own team, but bridging and fighting "deep purples" will be out of the question. Since the team scales to the level of the mission, this won't be possible even if you take on a mission that's +5 to you.

    It's also worth noting, though I'm sure you're aware, that experience rewards aren't just "split" between the members of a team, they are also boosted upon acquisition. Currently, they are divided something like this. Yes, practically speaking that is still a reduction, but a lot less reduction than an outright split. In the most basic of terms, the members of an eight-man team earn more experience put together from a single kill than what eight single players would earn put together from the same kill.

    I gotta tell ya', I won't miss that overcomplicated system (or rather, miss it having such an effect) when everyone's roughly the same level.
  14. Quote:
    Originally Posted by Rikis View Post
    This reminds me of the issue of some people (I'm among them) wanting the option to log out to the character select/server select screen but being told that retyping my password is at most a few seconds of annoyance. And I respond in kind here, finding the newest post is just a few seconds of annoyance (and it doesn't bother me in the slightest either).
    Except you were never allowed to do that in the first place. See, if we had been allowed to log out to character selection since the game went Live, but that feature was broken in I16 for the sake of allowing us to, say, paint flowers on our chat window, then I would be very much with you complaining and demanding resolution. Because that is what happened here. The old forums had certain functionalities that were pretty much vital to my use of them. The new forums don't have those, or have them but they aren't working. This was supposed to be a change for the better, but so far it has been a change for the WORSE with only trinkets to show for it.

    Please don't try to present a request for a quality of life increase change with complaints about a quality of life DECREASE change that doesn't seem to have had an upside.
  15. Quote:
    Originally Posted by ChaosExMachina View Post
    So....

    What was the point of those sets if invul, fire, etc. could stack? o.0
    Invulnerability had two one toggle for resistance, one for defence and Unyielding, which rooted you in place and as such wasn't going to be on all the time, an Fiery Aura had and has two toggles and was and is one of the weaker sets when it comes to direct protection. Back then, the idea for a lot of protection sets was that players would have to pick and choose their protection or risk exposing themselves to serious danger.

    I lay the fact that this was removed mostly at the feet of Scrappers, who had Super Reflexes which allowed the set's entire arsenal of defences to be on at the same time and Regeneration, which not only wasn't built to rely on protection toggles, but also allowed players to run Instant Healing all the time, achieving levels of protection Tankers would need stacking armours to match an exceed. That, and basic convenience, of course. On the other hand, those stacking armours are part of the reason there is such a gulf in survivability between ATs that have shields and ATs that don't.
  16. Granted, there isn't any actual POINT to running around the zones short of atmosphere, and I know we see that differently. Fair enough. I've often felt there ought to be more to do in the outdoor zones. Not specifically phat-lewt-related, mind you, but more than just badges. Hidden missions, spontaneously-occurring contacts, unique and interesting enemies, more events that don't include beating on a giant monster, that sort of thing. Sure, people after lots of experience and drops will still avoid all that, but at least those of us who DO like to move around the zones will feel less stupid and you may feel more inclined to travel or explore.

    As for IP, I just like the fact that a lot of the locations are, if not unique, then at least custom and hand-made. Me and a few friends used to make newbie runs where we took level 1 characters from Atlas Park to Peregrine Island on foot, which means no trains, no teleporters, no Pocket D and so on. Tunnels only. I picked the course, and I selected Atlas Park -> Steel Canyon -> Independence Port -> Terra Volta Gate OVER LAND -> to Kings Row gate via water crossing -> I don't remember where. I think Skyway to Talos to PI. That lap around Independence Port overland was the highlight of the race, because it didn't involve just running around, but actually using the terrain to escape one-shot death (before the one-shot code was implemented).

    Then again, I've always been a fan of free running/parkour elements in games, and things like Ubi's Prince of Persia and Assassin's Creed games are easily my favourite single-player games of all time, so I'm biassed. Still, I enjoy working WITH terrain, rather than against it. I still like to take characters with only Combat Jumping and take them on a trip around Cap Au Diable. The rooftps there are so close together that that's a LOT of fun. I also like following the PTS pipeline from where it starts West of the Port Oaks ferry, walking over the pipe to where it ends in the hillside North of Aeon City.

    Granted, that's "make your own fun" just the same way as super-jumping without stepping on the ground is, but at least you should know where I'm coming from.

    Quote:
    It's like anything else involving the player population- some designs stink, some are impressive.
    For custom critters, it's not just the fact that people suck that ruins them for me. It's the fact that they are LITERALLY identical to what I can make in the editor. Sure, I've found costumes I REALLY liked on other people, but not on custom minions. For instance, I like Malta's Hercules and Zeus Titans as designs. Short of simply recolouring one of them, players are NOT going to have a custom critter that's anything like that. After five years, I've seen all the limitations of the editor and I've done all the hacks and kludges to make things work like they aren't supposed to. There's nothing that will really impress me left, unless it's a very cool custom boss. For custom minions, lieutenants and run-of-the-mill bosses, though, I'd take developer-made NPCs over player-made ones every time.
  17. Samuel_Tow

    City of Rewards

    I can't quite follow what you guys are arguing about. Since I can't really glean any one central point from the thread and so put my finger on the argument, it sounds like you both agree and are arguing semantics. Which is interesting in and of itself, I guess, but I'm missing the eventual end of the argument.

    I think we can all agree that, playing for the sake of looking at cool fights (nothing wrong with that, mind you), the game comes back to rewards of a certain value that come at a certain cost. What formulates the cost is a combination of static circumstances (e.i. what you have to do to earn it) as well as subjective opinion as to how "costly" that static cost actually is. As mentioned, for some people time is cheap and effort costly, for others effort is cheap and money costly, and for still others money is cheap an everything else costly. The value of a given reward is, itself largely subjective. The statistics of reward strength and rarirty aside, it comes down to how much one needs, and indeed how much one wants, a specific reward.

    Speaking for me, once-off number crunching is cheap, but actual min-maxing is expensive. Influsence in-game is relatively cheap, but the effort required to number-crunch Inventions is much more expensive. So what's whorth doing for me is going with the simpler Commons and paying lots of influence to buy them ready-made, rather than resource-managing their creation.

    So... I don't know! Balance based on that, I suppose.
  18. As you'll note, I didn't explain anything. I stated that this change is three years old. I got scolded for not explaining it. There are already plenty of threads on this one and the search feature is supposed to be better than the one in the old forums.

    *edit*
    Apparently, search isn't good enough. I couldn't find any of the old threads. Oh, well.
  19. Samuel_Tow

    True Colors

    Quote:
    Originally Posted by Mandu View Post
    I would like to see a color change for armor. Currently none of the armor options can have true white as a color. When you select the brightest white you actually get an off white. Just apply a white chest symbol to the armored chest and you will see how drastic the difference is.
    It's the same with all the other primary colors but white is where it stands out the most. If I want red white and blue armor I would like to have the option of not looking like I just walked through a dust storm.
    Then you're asking for new textures. That's just how these specific textures tint. I'm not sure of the specific technology, but it's not a question of allowing more colours, but rather of altering the base texture.

    You may want to bring this to Jay's costume request thread.
  20. Quote:
    Originally Posted by Electric_Knight View Post
    Okay... SO, seriously...

    Am I the only one here that the "go to next unread post" rockets way past where I last left off (And not where to somewhere I've already read)?
    Ever since I created this thread and walked away from the computer, "First new post" has been taking me to a post I believe three or four down made within the first couple of hours after I originally posted. For three days I've been coming here and it always keeps sending me back to the first page. Hell, using the player-made Dev Digest to find Castle's post here took me farther ahead than the "new" post did, and the "First new post" thingy STILL takes me back near the beginning of the thread.

    There's a reason I keep calling it "worthless."
  21. Quote:
    Originally Posted by Dr_Mechano View Post
    Most often those that complain that Regular content is repetative are veterans of anywhere from 6 months onwards.

    The AE is repetative BUT is also offers better rewards, people are willing a certain amount of grind especially if it is seen as the lesser of two evils.
    Actually, the lesser of two evils is not playing at all if your only choice is between boring and MORE boring. I don't get it. Why do people play these games if the best they can hope for is an experience that is, at best, somewhat less boring than completely intolerable. It's like if I walked into a soup kitchen and the only things they were serving were diesel and raw sewage. I wouldn't wonder which one is less dangerous to my health, I'd go back home and eat last night's supper.

    Quote:
    Devs, for once just put a hault on the train of "NEW AND SHINEY!" and actually sit down, look at the things you already have...and make them so much better, like we all know you can be. Yes "NEW AND SHINEY!" can lure in people but when they see such crappy content (with a few nuggets of story gold) it's not going to grasp them as much as a fully fleshed out world that's got amazing story driven content from the get-go.
    If you think that will fly, you're in for a culture shock. The moment they announce "This Issue we're not adding any new content, but we'll be cutting missions off the old one and rewriting our briefings" you'll see the forums implode in on themselves. It's like the old "Make one Issue ONLY bug fixes!" fallacy. It's an interesting idea, but if you don't give people anything new, they complain and leave. I6 introduced City of Villains, and people who played City of Heroes complained. I7 brought City of Heroes up to speed, and City of Villains players complained. Not getting new content for the sake of redoing old content in bulk will not happen. Period.

    You might see fix here and there, maybe a couple of story arcs at a time. And Lord knows, pretty much everything from I1-I5 needs to be re-examined. But a large-scale redoing just isn't in the cards.

    [/quote]I think this is the problem, we have CoV, Faultline and the RWZ to compare to vanilla content. Faultline and the RWZ have amazing overarching plots with decent to good writing and all the contacts in the zones have a personality (which sooooo many of the vanilla contacts lack, they might as well be post-it notes plastered to a mission noteboard).[/quote]

    CoV, Faultile and the Rikti War Zone are also HORRIBLY GRATING. Specific to the post-Issue-8 content is the fact that each new zone added or remade has what amounts to ONE contact spread over 10-15 levels. Faultline is a good example. Temblor has 3 missions, then Penelope has three missions, then in the next level range Doc Delilah has three-four missions and Agent Six has something like five missions or so. On paper, the zone has four contacts and four story arc. In practice, the zone has less content in its 10 levels than a single contact has in the old game in a 5-level range all by himself, and you have five of them per level range.

    New content is good and well-written, most definitely. New content, however, is painfully short and, because it's displaced into its own individual zones and has stories that never send you anywhere else, is very, very easy to remember by heart. For all of its faults, the original CoH game has so much to do that I never really ran into the problem of remembering all the story arcs word for word. I never really did the same arcs in the same order, so I couldn't even if I tried. I CAN'T do the story arcs in Faultline in any other OTHER than Temblor -> Penelope -> Delilah -> Six, and once I start doing them, there's no reason to stop doing them. And because they were "the new thing," I ended up doing them I think three times in three weeks. Now I remember that damn PCM storyline word for God damn word.

    Quality is good and all, but quantity is no less important. In fact, the MAJOR reason why I prefer CoH to CoV has nothing to do with quality at all and everything to do with Quantity. No matter how well anything is made, that game has a handful of zones and very few contacts, each with very few missions. No matter how well they are written, I got bored of them all two years ago, because EVERY time I start a new character, I'm going through either half of the same contacts. When you consider that a lot of them are designed to be unpleasant (Peter Thermai, Darla Mavis, Westin Phipps) and a lot are needlessly unlockable, that makes the pool of contacts and arcs smaller still. And I HATE Sharkhead island. 5 levels of the same damn black sand and the same damn missions in the same damn Hell Forge a hundred times over.

    Quality content and quality writing is cool, but FILLER content with average writing is also something that shouldn't be overlooked. And, no, the Architect does NOT serve to fit the gap. Between farmers, people with without any concept of difficulty and people people who plain can't or don't want to make a good arc, the place a flushing toilet with a couple of spinning gems in it. Good luck catching anything but crap.

    From time to time, I like redoing the old CoH content everyone keeps condemning because I simply don't remember it, and I do the old story arcs every time.
  22. Quote:
    Originally Posted by Nethergoat View Post
    CoH, CoV, whichever you play you're dealing with a small handful of generic entrances 99% of the time. Warehouse, snake hole, office building, tunnel, etc.

    IMHO A generic entrance that's a few hundred yards from where I'm standing is preferable to a generic entrance two zones away.

    Distance does not impart originality.

    You must just love IP & Nerva.

    I on the other hand prefer a compact, well integrated environment to a sprawling, unplanned one. Give me New York over Los Angeles any day.
    Lumping all that in the same quote, I actually do like IP and Nerva. I've been playing for five years and there are still places in IP I plain haven't seen before even once, and plenty of locations I've only ever been to a couple of times or so. It's not about distance, time or effort, it's about the game requiring at least some exposure to these zones. Granted, we can always fly/jump/teleport miles above them and see precisely nothing, but then THAT is what reduces it to an exercise of minimizing time, distance and effort.

    I have a friend who believes doing ANYTHING in outdoor zones, especially fighting enemies, is a waste of time. He will refuse to do that even if we're fighting the same enemies of the same level and in the same spawn sizes as we will be in the mission. He just doesn't like the very concept. Me, especially in the lower levels, I prefer to kill stuff on my way to my mission. It's pretty easy to accomplish, too, as the lower-level zones, especially CoV-side, are designed to pit you across enemies relatively your level. I gain more experience travelling to and from missions than I do in the actual missions, themselves.

    Granted, it becomes annoying once you NEED to get somewhere, say to level up, to sell or buy, to meet other people and suchforth - then terrain and enemies become a road block. But I simply do not and will not subscribe to the notion that AVOIDING terrain, enemies and travel as much as possible is a good idea. I do not enjoy the notion of "hub zones" like the Ouroboros citadel and all of Cimerora. In fact, I wish there were missions the objective of which was SPECIFICALLY designed to make players travel on foot at walking speed without travel powers. I wouldn't force that on anyone outside, but a mission or two with a travel power suppression field would be nice.

    This is actually why I'm wary of too much convenience - once everything is convenient enough, players look to skip more and more of the game. I don't believe that's always a good thing.

    [/quote]I dislike the harshness of many of the custom MA groups, but I've also found custom enemies who are surprising and different without being murderous. And of course there are players who enjoy leaping face-first into the meat grinder and seeing if they can survive.[/QUOTE]

    Honestly, what I dislike about custom critters the most is the fact that they're all humanoids identical to what you'd see on a player. I'm not a great fan of other people's costumes and so I'm not a great fan of other people's custom critters, regardless of what they may do. I like enemies like the Hydra, the Devouring Earth, the Rikti, the Soldiers of Rularuu and so forth. Even if I know all of them, it's still something different to fight them. Fighting other people's custom critters... Eh, I've seen all the pieces and I've tried a lot of the combinations. They look like player characters, and that doesn't do it for me.
  23. Samuel_Tow

    City of Rewards

    Quote:
    Originally Posted by Martin_Rudat View Post
    A boss has more XP/HP than a lieutenant, which has more than a minion; If you can survive a boss-only spawn, you'll be getting more XP per unit damage than any other kind of walking XP.
    The same can be said for facing enemies that are higher level than you, that if you can survive the encounter, you'll get more XP per unit damage than you would fighting even level mobs.
    The important metric, however, is time. A boss may be better in terms of units of experience per units of damage, but what is the average boss's metric for units of damage per units of time? All you're saying is that fighting bosses is more damage-efficient, but if those bosses take ages to kill thanks to a bloated hit points pool, it could well come out to an actually slower gain over time. And time is all that really matters if you're shooting for optimization.

    Mind you, I don't have the actual numbers to claim either either way, but just looking at XP/Dam is incomplete.
  24. Quote:
    8 Masterminds, would be 47 entities buffed.
    How do you figure? 8 Masterminds plus 8 times 6 is 48 plus 8 = 56 entities affected.

    That little detour aside, why is that a problem, actually? Cost aside, the biggest drawback to bubbling everybody is time. And unlike in-combat powers like attacks and even Mastermind upgrades, these bubbles are most often cast during out-of-combat periods. In essance, rebubbling is pure, unadultarated downtime. I don't mind things supposed to be done in combat taking a long time - the longer you spend fighting, the more you get hurt. But things done out of combat taking long is... Just boring. What use does it serve outside of "banace by annoyance?"

    To me, having to rebubble every four minutes is like having the game pause for 30 seconds every four minutes. What's the point?
  25. Far as I'm concerned, reputation doesn't matter. I don't give people good or bad reputation because I'd rather let their actions speak for them. That's why I've turned mine off. If you dislike your negative reputation and believe the process is unfair, turn yours off, as well.