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I've suggested this at least twice, I think both times as a part of general audio customization. Footsteps are a big thing for me - if I want my feet to sound like bare feet, I can't, because females always sound like they're wearing high heels, males like they're wearing hard boots and huge like they're wearing drums on their feet, regardless of what boots you actually have or how big you are. "Boom! Boom! Boom!" footsteps from a four-foot-tall midget stopped being funny four years ago.
Completely agreed on the voices thing. I'd add footsteps, movement sounds and a landing sound. Maybe your character is a robot and he whirs like an electric motor every time he moves? Or maybe he's electrostatically charged and pops when he moves around? The options are many, and on the scale of difficult things to make, this one is about as difficult as setting up a system for it. Unlike custom animations, sounds don't need to flow into each other and sound packs tend to be freely available over the 'net, not to mention already implemented into the game. -
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It is kind of like a subscription, you subscribe you enjoy the features of what you're subscribing to, you unsubscribe you loose all benefits until you feel like paying the subscription again.
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Here's the thing - I'm already paying a subscription that allows me access to the servers in the first place. Why am I paying an in-game subscription for an in-game thing? I thought games were supposed to be fun, and I'd be very surprised if someone told me they ENJOYED paying upkeep. I've heard from a lot of people who DON'T MIND, but not minding is not a reason for having it. At best, it's a reason for not bothering to remove it.
What I can't get through my head is who thought that this was a good idea in the first place and what was he thinking? -
Good point. Forward-leaning emotes sound like a very good idea. Side-leaning emotes are something we miss, too. Ever wanted to have your character lean on one hand on a street light? I don't work. The closest I've come has been the /em stop emote, because it puts the right hand up and if you rotate it just right, it looks like you're leaning... Almost.
One of the things I'd really like to see are idle standing animations. I would VERY MUCH like to see them, as they would give us a LOT more character for (comparatively) little work. A lot less than re-writing the animations engine to allow us to pick our running styles, anyway. -
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I'm curious where you're getting a diagnosis of schizophrenia from. While I will give you that the Trolls show heavy evidence of the positive symptoms of schizophrenia (though they tend to lack hallucinations and tend to tend more towards delusions), they don't really demonstrate all of the negative symptoms: blunted affect, anhedonia, asociality, and avolition. Trolls actually show heightened affect even when in non-stressful and non-negative situations, demonstrate a great joy in base pleasures (breaking stuff), actively seek out others of their kinds, and are motivated enough to actually initialized gang wars.
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Admitting that I don't know half the words you used and 1 AM isn't a good time to look them up, I will freely admit I made it up. Call them stark-raving mad, instead. That's easier to find symptoms for.
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I'd actually be curious to figure out what long term exposure to Superadine does, aside from the Troll mutation. Would it actually impede functionality as the body comes to depend on the additional benefits of the Superadine to perform normal operations (re: stop building muscles because the 'dyne makes weak muscles strong enough)? Would it simply cause diminishing effects as the body built up a tolerance to the granted superpowers? Would it actually cause an higher levels of the superpowers because your body has developed a tolerance (and is also supernaturally resilience thanks to the 'dyne) and can now handle larger quantities of the drug? Any of those could lead to some very interesting story lines.
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Well, I'm no expert on the matter, but I do know that not every muscle in the body benefits from being bigger and denser. The heart, for instance, actually degrades as it enlarges. I would imagine Trolls would be at a much elevated risk of heart disease thanks to that.
Also, as most bodybuilders will probably stand to evidence, big, thick muscles aren't actually always good, and if a Troll were to stop taking Superadine, I'm sure he'd turn into a flabby mess in no time flat. The other side is normal wear and tear on the body. Mutated though their bodies may be, they're still being put through stresses that the human body was just not designed for. Even with increased regeneration and so forth, I'd imagine they'd all be suffering joint pains and bone wear. Sure, we could say that they're super soldiers, but even regular humans need to be careful what they do with their bodies. Trolls never struck me as being careful or considerate. Given that they don't seem to feel much pain and regenerate so fast, they're likely even less careful. -
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If a contact sends you to Atlas Park that's because they usually want to send you to City Hall. I see no problem with having folks of all levels all over the game. I absolutely hate that villain side traps you for the most part in one zone. Sure it's a pain in the butt sometimes to have to travel across the game, but really in this game you can get anywhere inside about 2 minutes.
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That has been my BIGGEST problem with the complain right there. We're perfectly free to traverse the city sections like we own the place, and the tunnels that link them are completely unguarded. There's no reason to believe that villains don't travel between zones, especially since so many of them can pass for having legitimate business.
For instance, The Eternal Nemesis is not a problem of Founders' Falls, even though Maxwell Christopher seems to have had his shoes nailed to that plaza there. It's a city-wide problem. Most pragmatically, Nemesis Army soldiers can be found in Founders' Falls, Eden, Crey's Folly and Peregrine Island. Plot-wise, he has hidden bases all over the place, with COUNTLESS more sock puppet companies staffed with lifelike automatons. For a villain like this, it makes NO SENSE that there would be any zone dependence whatsoever. As a matter of fact, given how far and wide we go to look for information, I would EXPECT the missions to be scattered all over town.
Unless a mission has a good reason for always being in a particular zone - say it has something to do with the Zig, then it would have to be in Brickstown - I don't see it as a failing for it to not be in the same zone. Yeah, sure, it's annoying, and I wouldn't be opposed to ensuring that at least a large part of a contact's missions don't send you too far, I would HATE to be land-locked within the same frikkin' zone for all of a contact's missions. Frankly, I find the fact that Montague gives all his missions in Steel Canyon to be absurd, though that is in keeping with the embarrassingly low quality of his writing in general.
Actually, I really like it when CoV sends me cross zone. For the most part, it makes sense. Aeon Corp is in Cap Au Diable, Circle of Thorns business happens over at Primeva or Thorn Island, Devouring Earth business is over at St. Martial Island and the Snakes are still on Mercy, even when you're level 50.
The funny thing, though, is that I hate travelling a LOT more when I play CoV than when I play CoH. I'm not sure why that is, but when I play a villain and I see I need to change a zone, it REALLY bugs me. We're talking real anger here. CoH-side, though, I never bat an eye. Contact in Founders' Falls sends me to King's Row? Sure. I'll take the Green Line to Skyway City and go to the King's Row gate from there. 2 minutes, tops. It bugs me a little if I'm using Teleport, say, but overall... Meh. It's how the game goes, and I don't mind it in the slightest. -
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It actually demonstrates just how lacking BOTH games are. No one should feel great about having to do pointless hunt missions and getting sent to zones that sometimes make no sense to do missions for a contact in a different zone.
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I remember the back during CoV Beta that's pretty much the conclusion we reached. CoV is about as villainous as CoH is heroic. In other words, not much.
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It's the same on blueside. The only difference is someone is telling you how great a job you did and how you managed to save the day in the nick of time.
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Dragging on may bring a greater epic feel for you...but it doesn't for me. There are dozens of blueside arcs where I can sit back and count the number filler missions on BOTH of my hands. That's not superior design...that's timesink insertion. At the end of the day...you're still not the driving force behind pushing the story forward any more than you are in COV...someone is simply TELLING you that you are. Oh...and you ARE doing a job...CoV is from the perspective of a mercenary villain. I'm not saying that's perfect...but that is what the design is right now.
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Point of fact: someone telling me I'm the driving force behind events IS enough. It's that little bit of extra immersion that helps me forget I'm playing a numbers game and makes me feel a little bit better about sinking time into a game that I could have spent doing something productive. Stripping that away exposes the game for what it is - a huge grind. Frankly, every game is a grind when you remove the presentation, and CoV SUCKS at presentation. The texts are well-written, but they are HORRIBLY designed to work with the underlying architecture, rubbing it in your face that this is just a game and nothing you ever do matters.
If CoH is an ego-stroker, then CoV is a reality check. But last time I checked, I played this game to get AWAY from reality, and a little (or a lot) ego stroking is just what the doctor ordered. CoV is the complete opposite. Not only is it not nice and inspiring, it's actually ugly and repulsive and punishing. Where I can play CoH for a while and feel good about accomplishing something, when I play CoV for a while I feel terribly about not just accomplishing NOTHING, but being reminded that I CAN'T accomplish anything ever.
That is where design fails. Whether or not the stories are good, THE GAME is depressing and demoralising and, frankly, I don't play games for that. There are plenty of other ways to be the bad guy that inspire people to WANT to be bad, rather than making them feel rotten for playing, which is the effect CoV has for me.
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Of all the things I hope Going Rogue brings to the game...side switching is the least of it. Because if all it means is the same scope of missions...but just in different settings, then its still failed to address the underlying problems of this game. Playing a scrapper in the Rogue Isles won't broaden the scope of the game...neither will a mastermind in Paragon City. Its still going to be the same old same old. Something fundamental needs to change.
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I honestly don't care much for new mechanics. What I care about is an interesting, inspiring setting, which the Arachnos outdoor toilet that are the Rogue Isles simply... Doesn't deliver. I don't want to be a faceless goo in a faceless game. I want to play a villain with class. That ain't possible in CoV, and not because of technical limitations. It's because the ENTIRE GAME lacks class almost completely. It sure as hell tries to make up for it in garbage, though. -
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Also, if you decide to stop fighting enemies or running missions, why do you need the base to be active in the first place? So you can get to the nothing you're doing faster?
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My costume doesn't disappear if I don't pay my rent to have it, and yet somehow I don't need to be doing missions and fighting enemies to enjoy that. Sure, I need to kill stuff if I want to add to it or change it, but that's PROGRESS. I don't lose pieces or access to costume slots if I don't pay. And that's the way I like it.
I don't appreciate upkeep in ANY form, and I've never, EVER seen a good reason as to why we needed it in the first place. -
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What you want is impossible in an MMO.
The heroside is false, as well, because what you've done to "save the world" is the same thing everyone before you has already done. You are, in practice, just a hero, one of many.
The nature of the MMO requires it to be static and unaffected by the actions of hundreds of thousands of players. In that, CoV actually succeeds better than CoH.
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It doesn't have to be dynamic. It's all a matter of presentation. It doesn't matter that everyone has defeated Dr. Vahzilok and that all my alts defeated him before, as well. This is META-GAME information which doesn't matter to the plot. As far as I'm concerned, the game is about ME, and almost nowhere in there will you find proof to the contrary. The only exception are those annoying contacts who say "This is too dangerous. You will need 7 other people on your team before you can attempt it." Disregarding them, however, it IS all about me.
Not so CoV-side. Aside from Time After Time and MAYBE Pia's story, it's never about me. It's about those "memorable" contacts. The narrative treats me as some nameless thug who's out for hire. Count the times when CoV makes you feel unique and special IN STORY. I don't mean soloing Scrapyard or doing Invincible missions or crap like that. I mean when the story makes it sound like no-one else could have pulled "this" off as spectacularly as you did, that you really succeeded where everyone else would have failed, that you did the impossible or what have you. Leo Vargass comes close, but in his case it's more habitual over-politeness than actual accomplishment.
Almost nowhere in the game does the narrative make it feel like the game is about ME. That's because it ISN'T. It's about the contacts and their little agendas and intrigues and whatnot. I'm just the hired hand to forward it. I've been saying it over and over and over again that making CoV more villainous and more about our characters isn't a matter of game mechanics, it's a matter of presentation. It's a matter of how the stories are told, and making it seem like it's YOUR character taking the initiative and doing things no-one else could doesn't need a new game. It needs someone to sit on their butt and write flavour text to that effect.
It's not that hard. Matter of fact, I know it's not that hard from experience, as I've written an arc pretty much to that effect and it received generally positive reviews. As long as one wraps his head around writing FOR the villain, not writing for the contact with a villain serving as hired hand, it's actually downright simple. Paper missions have kind of the right idea, but being cut-and-paste and only one mission long, never amount to anything. But it's not rocket science to write an arc in that spirit and keep it both unobtrusive and still feeling proactive. -
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Time After Time is, obviously, very impressive, but it is about the ONLY arc that's actually about you being THE villain of the story. Everything else is just mercenary work.
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And what is your reward for finishing it?
You get the opportunity to go beat up Recluse's archnemesis, because he can't, so you can prove what a good little Servant of Recluse you are.
As one of my teammates said on my first successful LRSF run: "Servant of Recluse? WTF? He should serve ME!"
At that point, the only reason you can't storm his inner sanctum with your team and beat up Recluse and all the patrons is because the Game Says So. You're not given any motivation not to.
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Err... What? No, my reward for doing Time After Time is beating up Lord Recluse at the height of his power and then rubbing his face in it. Hearing him say I'm too powerful for him to try to mess with me any more is just the cherry on top. If you're talking about the Recluse SF, I wouldn't know. Needing 7 other people isn't my idea of fun. Far as I'm concerned, the game ends with Time After Time. -
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3. Carry clue back to contact, get phone number
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All contacts give out their phone number based on a certain percentage of their progress bars. CoH contacts just have about three times as many missions. Frankly, I'd sooner to a contact run a few more times than be stuck with the same 5 missions for the same 3 contacts for an entire level range. -
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You're just spewing anger here Sam. The Magus Mu Drahkan arc gives you a VERY detailed look at the origins of both the CoT and Mu as well as their relationship to each other. Maybe more than you even WANT to know and its a long set of missions. The Seer Marino arc gives you detailed insight into Ghost Widow's origin and Marshall Brass reveals Dr. Aeon's origins as well as leads you towards the Tarikoss TF...which gives you even more information.
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There are a few interesting stories, yes. The majority, though? Billy Heck has you take part in a gang war. Vince Dubrovsky has you sacrifice Scrapyarders to the CoT. Leo Vargas has you pull a few uninteresting jobs for Arachnos. Kirkland, uncharacteristically, actually has some meaning to his arc, but it isn't much. Then we move into Nerva. There NO-ONE has anything interesting at all. Darla has you take revenge by picking on a random hero that just happened to be in the neighbourhood when her mood struck, the misspelled Demitrovich (should be Dimitrovich) has you assemble and test a weapon and pretty much that's it, and the Shadowy Figure has rally nothing interesting to offer. Then we have Kelly Uqua, who I guess has the interesting element that she is a Rikti spy, though that is more obvious than it is part of the story, Psymon Omega who has literally NOTHING interesting other than a passing mention of Romulus the Warshade and Operative Ruthger who I don't even remember what he had. Something to go destroy yet another Longbow base, I think. And St. Martial is even worse. You go from hounding Longbow and taking on the Rikti to acting as a hired thug for a casino or having your chain yanked by a crazy broad with horrible shoes. Johnny Sonata is slightly more interesting, but Bassie Croupier and Jezebel Jones are pretty much just sources for more jobs. Then, of course, we have playing exterminator in the gutter, playing lab assistant to Aeon Corp and "punishing" Countess Crey.
There are a few interesting arcs, I will freely admit, but the vast majority are not. Go there, beat up that guy, collect money. I will actually admit that the Hollows, Striga and Croatoa arcs are a lot like that, too. You do a lot of stuff and end up both without any sort of closure and without any sort of interesting result. You didn't learn much of anything and you didn't really achieve much. That's what really kills CoV-side. "Great job, kid! You beat up a bunch of workers and now I get to collect a big fat bonus! Here, let me pay you some scraps from it!" Bo-ring!
Honestly, CoV suffers from BAD DESIGN more than it suffers from anything else. There's just so little to do there that's actually interesting. Most of the arcs are glorified paper missions, sometimes not even that. CoH arcs may drag on, but at the end of the day they still feel epic. Almost all CoV arcs feel like a job. -
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Information about pure and uncut strains of superadine can be found in Top Secret: the Family.
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Wow... First time I've seen this section... I have some reading to do!
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In all fairness, Sam, they likely didn't have a full set. Remember that at that point, the game was still in bits and pieces. Most of the powersets listed didn't yet exist, and in fact, if I remember correctly, I think the only powers that did exist were the ones that were shown being used in the video. Y'know, "Claws" literally consisted of that one attack that was shown, same with "Fire Blast".
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What I meant to say by "a full set" was they had an idle stance as obvious from that video, a flight stance as obvious from the "Look! Butt!" picture Miss Kitty was fond of spreading around, they had at least one female-specific Blast animation (a really ugly girly sort, too) that was seen from another old pic, and they had a unique running animation which we actually kept, the juggling butt run females do today.
Power animations I can see being consistent, as that pretty much doubles the workload (though I'd still prefer to have distinct animations between males and females, but oh well) as BABs has commented several times, and I don't even mind them having the same combat stance, as all combat animations key off that and return to that. But why have the same manly idle stance? I mean, I have a couple of big strong women that this sort of works for, but it's obviously designed for a burly super hero to show off his manly muscles and it looks out of place on most women.
Not that the one in the picture is so great, but it is DIFFERENT, and in a very distinct way. I've often fallen victim to wondering if what I'm looking at is a man or a woman in-game, because many people tend to wear clothes that distort the model's proportions, so unless I can spin around and note the presence of breasts (or lack thereof) it's easy enough to mistake a woman for a skinny man in many situations. Having them pose differently would go a long way towards making them a little bit more distinct.
Like I said, it's too late to hope for that now, but I was still kind of hoping we'd get something like that stance as an emote. BABs said we'd be able to emote with weapons in Issue 15 (or so I remember), which would make idle stance emotes EVEN BETTER. It's pretty trivial to bind a stance emote to a button and press it every time you plan to stand around for more than 2 seconds. I have my flight positions bound that way.
I'm kind of wishing for more luxury items over more content these days
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Remove upkeep? Why? I have a decently large plot with plenty of stuff in it. My upkeep comes up to 500 prestige a month. I don't know about you, but I routinely make 500 prestige in ONE MISSION.
I just wish it were more convenient to pay it, especially villainside because I can never remember where the door is.
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Because it's a drain with no return. It's... Well, it's upkeep. One of THE selling points of this game for me is that you NEVER go backwards. No matter how slowly you may move and how long it may take you to advance, you are ALWAYS moving forward. Base rent is a clear, unambiguous move backwards. I don't just have to make a base and pay for the things inside, I have to keep paying to KEEP it, which is NOT a zero-sum equation if I don't have any income. If I one day decide to stop fighting enemies and doing missions, I will never lose access to my slots, powers or enhancements. They will always be there for me. However, base rent will slowly but surely drain my pockets. And I don't like that.
I'm afraid I can't really agree on a good way to pay rent when I don't believe we should HAVE to pay rent in the first place. I am simply not bothering with bases as long as I have to work to keep them running. I do that enough in my life to want it in my games, too. -
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I put forward a similar suggestion, for solo friendly TFs, a couple of days ago here
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I supported you there and I will support you here. I would LOVE it if TFs scaled with team size, all the way down to solo, and I am prepared to forfeit all TF rewards in exchange. There are times to team and times to go solo, and I don't believe this should be dictated by content, but rather by player desire (and task reward). -
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Slotting defense into Grant cover increases the defense debuff it provides.
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Reading that as "defence debuff RESISTANCE," then this means I'll be taking and slotting mine. Groovy!
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Slotting Membranes in Active Defense increases the defense debuff resistance it provides.
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Not being familiar with... Are these Hamidon enhancements? Not being familiar with them, I have to ask - Active Defence does not allow slotting for Defence, correct? So these Membrane things would be enhancements you can slot into the power and "sneak in" defence that way, thereby boosting defence debuff resistance. Do I have that about right? -
Anyone remember that old video (WARNING: 20MB download!) of City of Heroes that came out, what? 2000? 2001? The one with all the cool tricks that never made it into the game, like body part targeting, that little flip when you jump, flying above the clouds and so forth. It actually makes a the game look and feel a LOT cooler than it was back at Launch.
Something specifically interesting I noticed, though, and that's been reflected in the "Look! Butt!" pic that was being passed around, is that females had a whole set of stances and movement and combat animations that were completely distinct from those of males. The most striking seems to be their idle pose, as caught in a pic of a VERY outdated character creator. Notice how the males all have the the same stance they do today with legs wide apart, fists balled up and chest puffed up like macho man? Well, the women do not. Instead, they stand with feet close together and arms to the sides, almost reminiscent of Ghost Widow when she uses her Soul Storm.
Now, I've been over the debate of how "girly" or not this looks, but I'd be lying if I said that this wasn't very strikingly different from how our women hold themselves, and I must admit I would probably like it. I wonder what happened to those animations. They obviously had an almost full set from what I've seen, including running, standing and even hovering. So why scrap them? The once they replaced them with are just clones of the male animations, anyway.
I wonder if we'll ever get those "stance" emotes BABs was talking about back in the day, where we wouldn't necessarily change our actual animations, but could assume them when standing around for whatever reason. If ever we did, this would be one I would ask for. -
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As I said: The Rogue Isles wouldn't be nearly as fun as a tightly controlled police state or rather decently run dictatorship. It's meant to be a supervillain's paradise, and the world is built around that.
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But that itself is a self-defeating idea, because there isn't anything for villains to DO if there aren't heroes to fight. And there aren't. The game doesn't feel epic. It feels incredibly petty as villains fight each other for whatever scraps are left to be had. There is simply no place for a world-conquering villain with a vision and the power to pull off amazing schemes. We're all punks and thugs that off people for little reason more than getting the next meal.
I sincerely hope Going Rogue returns to the CLASSY villains that City of Heroes made famous. Villains like Requiem, Nemesis, Tyrant (obviously), Countess Crey, Vanessa DeVore, Hro'Dohz or whatever bastardisation of Herodotus they picked to sound Rikti and so on and so forth. With all due respect for the Soldiers of Arachnos, I don't want to play a soldier of Arachnos. I want to play the LEADER of Arachnos. Obviously, that's not possible as that's a canon enemy group, but having my own to lord over would have been really cool. Except we can't even invite our own alts to our own SGs and our leaders keep getting demoted for stupid reasons. Eh!
CoV is a big giant dump with everyone scraping by. That is NOT classy or impressive. It's sad and pathetic.
Even if it's just a farce, much of City of Heroes plays out like you are THE hero. You save a thousand world, you stop Dr. Vahzilok, you rescue the Statesman, you prevent a Rikti Invasion (that's already happening...), you prevent the Banished Pantheon from trapping a full-blown goddess. In City of Villains, on the other hand, you are A villain, just one more of many. All you ever do is get paid and that's pretty much it. Time After Time is, obviously, very impressive, but it is about the ONLY arc that's actually about you being THE villain of the story. Everything else is just mercenary work. -
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We know even perfectly normal humans are capable of extreme feats of burst strength, enough to snap handcuff chains and break bones...
[/ QUOTE ]It doesn't take all that much force to break a bone. It depends on which bone, of course, but they're hardly the strongest thing on earth
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Break their own bones is what (I think) I meant. I actually had a friend who claimed he'd seen (or had heard of) a man who snapped a pretty sturdy steel bed frame rail with his hand in such a situation. -
Wow... Seeing's tell-tale avatar was like a blast from the past. I immediately knew when that thread was made. As if the Paragon Times wasn't enough of a giveaway
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Here's an interesting question - does slotting the power for defence buff increase defence debuff resistance? It seems to do that on my SR Scrapper and on the rest of the powers in Shield Defence, so if it does, that may convince me to slot Grant Cover for more than its default. If Phalanx Phighting gave defence debuff resistance, I might be convinced to slot that, too.
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So, yeah, I'd definately vote to give up one ghetto area denial trick for that, especially when an AR/Dev still has plenty of safety/tricks in stealth, trops, and mines.
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I didn't want to come out and say this, but yes, I agree completely. I'm a big fan of Ignite, but its use is very tangental, especially now with that recharge. I'd much sooner have it be single-target heavy-damage, balanced by taking a long time to burn things, than have it in its current fiddly use. It's good, make no mistake, but Assault Rifle already has enough fiddly powers. -
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Powersets, Archetypes, whatever, what I want lies somewhere between the definition of the 2. Who cares about all the technical jargin crud.
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"Who cares" is not a convincing argument when people obviously care. If people are asking you for specific system details, then man up and say you don't know, or at the very least say that YOU don't care. But I care, and I'm very much going to parse it through how the system is designed before I agree or disagree.
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My main point is, if the Kheldian and Arachnos Archetypes have their own unique Powersets that are limited to one specific origin, then why can't we have a magic origin E.A.T. or a technology E.A.T.
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You're missing the point of what "Epic" stands for in Epic AT. It means it's an AT somehow tied deeply into the story and canon of the game. They are not defined by their powers, they are defined by the plot, and their powers are given to them by what the plot defines. Kheldians in general are derivative of the Nictus that came with I3 and have powers defined by their concept. Soldiers of Arachnos are derivative, quite obviously, of the various Arachnos soldier factions and given a story, however brief and crappy, to do with Arachnos and their interaction with it. Their powers, by extension, are those that the Arachnos NPCs you meet have.
I'm not a fan of having Epic ATs and I don't see an Epic AT that would make sense to work with a magic wand, or indeed with any specific origin powerset. I don't see it. Convince me. Don't tell me off, convince me.
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It does not have to be the only one either. Natural origin E.A.T.s have 3 choices. Science has 1. Give Magic and the other origins a special E.A.T. as well.
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This is where Standard Code Rant clearly applies. Have you any concept the amount of work an Epic AT is to create? The planning, the balance issues, the mode of unlocking, hero/villain-side considerations, to say nothing of making brand new powers and an entire new AT. And you're insisting we give each origin several? Are you aware this would come at the not at all insignificant cost of not having OTHER things? Other things, more specifically, that many more people would be able to use? If you want to push for this, convince me I should want it, or at least not mind if it were introduced.
You haven't done that. You've stated your idea and chastised everyone who has disagreed with you as being mean and non-constructive. Sooner or later you're going to have to either refine your idea, or concede that the community isn't very strongly for it. And I'm not saying that to be mean. That's just how it works. -
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Did all of you whiners complain when these four Archetypes were created? If you did then im sorry, go cry about it, they are here.
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I did complain, in fact, and I've never once agreed with the fact that we have ATs THAT specific in origin. And I'm sorry, but "go cry about it" does not cut it. You don't advertise a suggestion by telling people who don't like it to go to hell. Once again, you're posting this in a public forum and you're gonna' have to deal with how the public feels. Whether you deal with it or not, blowing up on us is not helping your case any. The people who disagreed with the idea will not be intimidated into agreeing with it or running away, and will in fact be motivated to post some more, whereas people who might have agreed with you will be turned off by your frankly very wrong approach.
If you can't work WITH the people, you're never going to get anything done. -
While that would mean a LOT of pictures, I completely agree - pictures for our clues, please! For the most part, those pictures would be simple documents, a word bubble or things of that nature, but when we get an ITEM, it would be nice if we could have a look at that item, even if it was only in a 64x64 little pic.