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To be fair, after a full year of Praetoria, where magic apparently only exists in First Ward, they're making up for lost ground.
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Quote:I have not. I keep making excuses, but this is not for lack of wanting to do it. It's just that the character I'm focusing on now can't run it, and I'm writing an overlong story about her, meaning I can't swap characters. It's almost done, though.Have you played through DA yet? It had a lot of the same feeling, to me. Not only do you go up against impossible danger and succeed, you have the option to refuse to compromise while doing so. Sorry, no, I'm not helping the bad guys, even if it makes the next mission more difficult. In the face of ridiculous odds, I will still do the right thing, and I will succeed anyway.
(I tried to make that as non-spoiler as I possibly could, it shouldn't really give anything away.)
That said, nearly everyone who mentions Dark Astoria has good things to say about it, so that's something. Moreover, what you're telling me alleviates one BIG worry I had about the zone's... "Feel" when I tried it on Beta, and that was that everything would be dark, gloomy and depressing. If I really do get to challenge the odds, do the right thing and still walk away victorious, then... Wow. Now I want to run it even more
You actually bring up a good point, and that goes for both heroes and villains. It seems like the game so very rarely allows us to do the right/wrong thing in situations where this would put us in a bad position, presumably so that the game doesn't "end." I have asked, and numerous times, why I can't simply punch Daos in the mouth when he starts telling my villain what to do, and people instantly jump up to say "Because Arachnos would have you killed!" Let 'em try. Make my missions harder, put me in jail and force me to fight my way out, hell, even give me a Gordon Freeman choice, just so long as I have the choice to do the "wrong" thing and fight my way out of the consequences.
I'd never really ran across a really good hero example of the above villain dilemma, but what you're describing sounds like a good one. Conspire with the villains to make my job easier against the BIGGER villains, or tell them to go to hell, do it by myself and have a much, MUCH harder time. And you know what? Most of my heroes would choose to have a harder time, half because they specifically WANT a harder time, half for ethical reasons. And if Dark Astoria offers this kind of choice, I want to make it.
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This is something of a tangent, but I want to make it. Years ago, a friend of mine would occasionally bring his PSX over to my house, and for a while he played a game by the name of Warhammer: Dark Omen. I don't remember anything about the game's plot, but it was some kind of building-less strategy game. More importantly, as the game went from mission to mission, the player met various people asking for help, and was given the choice to stop and help them, or otherwise ignore them and hurry to his next major mission. If the player hurried, the old man in a hat would be pleased and enemy numbers would be low as the dark forces had not had time to mass. If the player stopped to help, the old man would be angry and the enemy forces would be considerably stronger, but the player would bring with him the people he had helped as extra fighters.
To me, this is exactly the kind of choices that make me excited to choose in the first place. Sure, I like no-consequence choices between good and evil so that I may pick by concept, rather than utility, but if difficulty were all these affected, I would still like it a lot. The thing is that doing the right thing is rewarding by itself, but walking the walk in addition to talking the talk is sometimes even better. Maybe it's just me being contrary, but when the game tells me I should compromise my ethics or else it will be too hard, I want to contradict it, stick to my guns and muscle through the difficulty anyway. Good, in other words, doesn't have to be comfortable, so long as it is actually good, as opposed to the faux-good I've seen lately where we mean well, but everyone around us dies because we suck.
Doing the right thing and failing sucks. Doing the right thing and paying the price... Not so much, so long as I CAN pay the price to begin with. -
Honestly, the only way I've found to get decent character screenshots is to sue a monitor with a large resolution and pull the camera back, then reuse the character like clip art. It's what I did in my ancient Dual Pistols highlight composite. I'm sure someone with better skills in something like Photoshop would be able to pull the actual character, not just square cutouts of other screenshots, but right now, it's the best we can do.
That said, I would LOVE to see a better "mode" for getting screenshots. Even if this removed our movement controls, I'd still like to see the ability to pick an emote/pose, then pan the camera around for the best angle. Regardless of what this says about me personally, I still find the camera controls in Illusion's Sexy Beach games to be the best around. Holding down the left mouse button pans the camera around the "focus," holding down right mouse button moves the focus left, right, forward and back relative to camera orientation and holding down middle mouse button zooms in and out, as well as moving the "focus" up and down. Considering all of the Sexy Beach games are ostensibly about looking at a character from all conceivable angles, it makes sense that their controls for this would be good. -
Personally, I find the whole SG editor to be horribly designed, itself. It more resembles a level editor and comes with far too much micromanaging fine details to be of any use to anyone but dedicated "base builders." Yes, it's great when you want to make, say, a labyrinth in your base, or build a house out of desks inside a large room, but when all I really wanted to do was something as simple as a living room, the amount of effort I have to put into it is prohibitive.
When it came out, the SG editor was touted as he next great step after the character editor, giving people unprecedented new customization options. The problem is that the SG editor's pool of items has always been prohibitively small, and the sheer grunt work required has always been disheartening. If the actual costume editor were like the SG editor, we would not be able to pick a suit jacket, for instance, but would have to pick a basic coat, then manually position buttons on , manually paint pint stripes, pockets and collars, manually position our arms and the whole time make sure nothing is out of line, with no sort of tool to ensure symmetry. And it would be completely useless to me.
Personally, when speaking about base editing, I much prefer something like the base editor from UFO: Enemy Unknown, were we have a selection of pre-fabricated rooms, and the final base is less about picking the precise location of every little bolt on every giant wall and more about picking the general layout. Just like I don't pick the precise location and orientation of the buckles on Buckled Leather, I don't want to pick the precise location and orientation of every single light source in every single room, or have to arrange floor tiles one by one. Not everyone is a budding mod-maker, simply put. -
My ISP assigns random addresses to every user when they log onto the network, and we are required to set up our connections to acquire an IP automatically. There's nothing to yell at them about, that's standard practice in the entire country. That's why I find IP-tracking to be a pointless gimmick. Unlike physical addresses, IPs change on their own.
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Those are also all OLD arcs. Crimson, Indigo and Portal Corp are all Issue 1 and the whole of the Rikti War Zone is Issue 10. Those are exactly the kind of arcs I want to see more of. In fact, Indigo's final musing on Missing Melvin is actually a large source of inspiration for me, simple though it may be. These are, to me, what it means to be a super hero, and these are certainly the ones that make me feel good for doing them.
It's the shift in tone since I18/I19 that has me concerned, because it's honestly starting to override some of my older memories and make me wonder what it is I used to find so inspiring about this game. Then I run an old arc like Cadao's, like Crimson's or even like Angus', and I remember. THESE are the stories that made me fall in love with the City of Heroes fictional world. And from everything I've seen, stories like these just aren't being made any more. Judging from the game's current tone, happy endings are considered "boring." -
Yeah, I know I'm probably the only person who still plays the the old Launch arcs (I exaggerate), but every time I replay them, I seem to rediscover some fond memory about why I became so invested in City of Heroes to begin with and why that investment still keeps me here almost eight years later. See, when I first started playing City of Heroes back in 2004, I wasn't what you'd call "methodical" about what story bits I ran. Mostly, I hit up whatever came up and tried to sort out the story from the souvenir at the end. This means that while I've read a lot of the old stories, I don't remember much about them, and what I do remember, I can't really put down to a particular contact or a particular mission.
Well, today, Cadao Kestrel reminded me of one big reason why I fell in love with City of Heroes to begin with an, ironically enough, one big reason why I'm so disappointed with it of late. It's all neatly contained within the last few sentences of his wrap-up on the Envoy of Shadows arc, an arc I don't think I've run in probably four years. He says this:
Quote:See, this really resonates with me. Granted, it's not terribly eloquent and it probably isn't very deep, but what it is is exactly what I want to hear. This is Cadao telling me I did exactly what I've always wanted to see super heroes do, ever since I was a little kid watching Spider-Man on Laser Disc back in the 80s. It's a hero doing what should have been impossible, facing great adversity, but never giving up. It's precisely this kind of possibly childish glee that first got me interested in hero cartoons and video games in the first place. I loved seeing people do what I never could and saving the day in the process. I liked seeing people be brave, competent and charismatic like I wasn't and probably still ain't. Even when the Swat Kats were neck-deep in Dr. Viper's goo and T-Bone was infected, I kept watching because I wanted to see how they would save the day and make everything right.Originally Posted by Cadao KestrelYou beat something that was unbeatable and defeated something undefeatable, and you never despaired at the odds. You are a true hero.
Honestly, it's this kind of optimism I've been missing the most in City of Heroes pretty much since I17 or I18. I know it may bot be "art," I know it may not be "mature" (even if the game is PG13), I know it may not be "serious," but you know what? I'm fine with that. I'm fine with being a wishy-washy self-serving barbarian if it means I walk away from a story feeling happier than I did when I came to it. It may not be oscar-worthy storytelling, but it's the kind of storytelling I like the most, personally. And the more I re-run old hero content, the more I realise just how far from those happy days of irresponsible fun we have actually gone.
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Great... I misspelled Cadao's name with a K and I can't edit my title. Woe is me. -
I don't know... Having six heavily-armed mercenaries unload enough ammunition into a purse-snatcher to reduce him to hamburger meat doesn't strike me as any less vicious than seeing wolves and lions maul said purse snatcher.
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OK, I want to give you a bit of a statistic, just because my head will explode if I don't share it, plus it might allow me to share some perspective on why these are taking so long to produce.
I came back from work at around 3 PM and started working on this story almost immediately. It's ten past midnight on the same day right now, and I'm just now finishing my work on the story... And all I did was fix my horrible writing from Chapter 6. That's it. I wanted to add a new chapter... It should be a lot easier to write, but no... I had to salvage through my horrible, terrible word choice and rushed sentence structure in Chapter 6, and this taught me a valuable lesson - trying to proof-read and repair ready-made text is ten times as difficult and ten times as time consuming as just rewriting it from scratch.
Anyway, I added nothing new per se, but I scrapped and rewrote possible a good half of Chapter 6, so that ought to count for something. And GOOD GOD was that a mess. This is one of the reasons I kind of beg for feedback on my hands and knees, because an objective audience would see this and bring my attention to it, but because I wrote it, I can't see its flaws. And once I became aware of them, it horrified me how lifeless and flat the whole chapter was. I can't say if it's that much better now, but at least the language is less boring and I cleared up a few accidental contractions. Plus, it should be less rife with errors.
Next time, no more empty updates. I have one more chapter to go, and I'm going to write it even if it kills me. Which at this rate it just might... -
I always carry two sets of Awaken+Break Free, so that's two break-frees right there. The idea behind these is so I could get back up after a defeat, but considering that half my characters are bugged and can't use inspirations during the "get up" animation and that Return To battle generally recharges faster than I repeat deaths, I can't recall the last time I've actually used them for this. So, there are your break-frees

As for the rest, I guess we'll see. Playing at -2 to Dark Astoria seems like an ambitious desire, all told. Still, if I can pry myself away from Word for an hour or two and actually make some bloody progress on Kim instead of spending entire days writing this story about her (seriously, today I clocked myself going from 3 PM, it's 11 PM now and I'm not done yet...), I might actually be able to put this knowledge into practice.
Thank you for your advice. That's very useful to know. I'll plan my difficulty settings accordingly. -
Quote:Yeah, if using (and subsequently dropping) Hand Clap taught me anything, it's that the scatter caused by wanton knockback does more to hamper than to help. It's fiendishly annoying, for one, and it actually serves as a major drop in survivability for characters who rely on enemy-fuelled defensive auras, such as the above-mentioned SS/Inv Character. I also recall fighting any type of Clockwork with any type of knockdown to be annoying for the same reason, so that's a definite yes. Understood.The knockdown to knockback thing alone is enough for me to answer you with a resounding *yes* - raise your difficulty to keep things at -1. The main character I was testing this with on beta ran into exactly that problem (at +2 my knockdowns became knockbacks), and I can tell you from actual play experience it was miserable. It was SO much better when I raised my difficulty and they became knockdown again.
Still, though, are new Dark Astoria critters as troublesome even at -2 as I keep hearing? -
So do Staff Melee attacks still slap with the side of the blade on that one bladed staff?
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I don't want to see the Vahzilok continue on through the 20s and 30s. What I want for the good doctor is to make a comeback in the 40s with a brand new, VERY different contingent of monsters. No longer just trying to cure death, but rather "improve" mankind, Vahz has been biding his time and producing a whole new kind of super human - bigger, stronger, faster, smarter. No mere lumbering oafs too stupid to breath, these new creatures are vicious, deadly and very intelligent, collaborating together to form their own brand new race with Dr. Vahzilok at the helm.
If people are too stupid to accept the cost of eternal life, then it's simpler to replace them with something better, right? -
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Quote:More specifically, you have to complete YOUR OWN version of the final mission. That obviously entails having to run all the previous ones to even get to it, but what was changed was that the Latin Student would give Midnight Club access to the mission owner only, not to everybody.You just have to do the entire arc in order to get credit for it, not just the last mission of the arc.
I wonder if they'll do the same with Yin's Market?
*edit*
And if there were free Midnight Club access in the Paragon Market, I'd get it. -
Speaking from an F2P perspective, City of Heroes is one of the few F2P-compatible games that doesn't tear apart friendships by having the paying friend gain a massive advantage over the free one and leaving him in the dust. I play other F2P games that gate both power and progress behind RMT, and trying to play them together always makes me feel like I'm mocking the one friend who keeps playing them with me who just doesn't have as much of an entertainment budget as I do.
In World of Tanks, gold buys everything. If I go Premium (subscribe) I get a 50% bonus to all "credit" and experience gains, I can exchange gold for credits, I can buy better tanks only purchaseable with gold, I can buy experience for my crews with gold, I can buy "gold" cannon shells which are considerably better than all others in the game, I can reuse equipment that's otherwise destroyed when you take it out if I pay gold, I can swap my crew's specialisation without losing progress if I pay gold and so on. The result is I'm several "Tiers" above my friend and it's only going to get worse since the game has no form of sidekicking.
Hell, even in something as benign as League of Legends, I'm still miles ahead because my friend had to spend his in-game currency to unlock the "champions" he wanted, leaving him with no currency for Runes, whereas I bought mine with cash and have more than enough currency to buy all the Runes I want and then some.
Yeah, City of Heroes blocks people from a lot of cool stuff, but the one thing it doesn't do is have a subscribing friend completely overshadow a free friend in terms of performance and level progression. -
How, precisely, do you envision "splitting" a Mastermind's primary power set into two separate, smaller sets without in any way affecting the Mastermind's secondary powerset? Because if you're talking about three-powerset characters, this is not going to happen. Ever. The game's current implementation simply wouldn't be able to cope with it. They couldn't add three new enhancement slots in the middle, let alone gutting an entire AT's powerset selection into something that fits no existing mould.
If you're referring to how Soldiers of Arachnos do it, I'm fairly certain that's custom to their AT and not usable with a broad generic AT selection.
I agree with the endurance concerns, though to be fair, those are only actually meaningful on the third "AoE" attack. The two fast ones actually have fairly normal endurance efficiency. Considering how crap Mastermind attacks are, I honestly don't see a reason why they must also cost more. All this does is it ensures people don't see them as a viable power pick. If they're going to be crap, then make them cheap, and if they're going to be expensive, then make them worth using. -
Thank you
I'd honestly given up hope of those particular bug reports ever getting heard since I'd used essentially all channels I could think of to report them, and they're all years and years old. This is quite literally the first time anyone has even acknowledged me talking about the subject, so even just you taking note is a great leap forward from before 
Speaking of an Earth Judgement power: If anything like this is ever made, could you please make sure it could look passable as a basic strength physical attack, as well? I mean, shoot for something like a giant foot stop or ground punch or anything else that looks like it can be initiated by just raw Hulk-like strength and not necessarily something which relies on elemental control specifically, like breathing sand or turning people to stone or some such.Quote:Your idea for some earth-based Judgement power is cool, and I had a lot of fun making those Talon powers! Please pitch it to our powers designer, Synapse!
The reason I ask for it, and if I may indulge a little, is because characters defined by raw strength has no real, applicable option to pursue when it comes to Judgement powers. They have to make do with something elemental or otherwise something speed-based. Well, take a look at my Xanta for instance. She's big and defined by being strong, and a massive, explosive ground punch really would make sense for her. -
Understood. I recall the new DA enemies pressing my SS/Inv Brute very hard when I tried that content, but I suspect a large part of why that was was I kept getting huge +1 spawns of one or two bosses, multiple lieutenants and over a dozen minions, again and again. Against the Knives of Vengeance showing up in non-ridiculous spawns and against the Tsoo in about +0x2 spawns, it wasn't that bad.
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I always assumed the point of gaining level shifts was so we could up the difficulty and still fight even cons, but with a higher reward progression to make up for the larger reward requirements for later Incarnate status in a reflection of a more traditional levelling structure, but I've been wrong before. You're right at the difference between con levels is considerable, and I've been sensing this myself on occasion, which is what prompted me to make this thread. I'm just not sure how reasonable it is to fight through these things until my first level shift, though I assuem T3 Alpha might not be that bad. I've yet to see, however. Dark Astoria came out about two weeks after I'd gotten fiendishly bored with playing Crash and making no progress. Maybe I'll go back to Xanta who sits at 46, who knows?
You are correct, however - I would not raise my difficulty with a single level shift. I light fighting -1 enemies, but more of them. Here's an actual question for you, though: Would you suggest raising enemy levels at two level shifts and above? The reason I ask is -2 and below enemies start turning my knockdown into knockback, and that's really grating. Furthermore, even with enhanced to-hit, won't ostensibly green enemies be a little TOO easy to beat? I've never been one to look for a challenge, but I still like to think there was a point to taking and slotting more than, like, five powers out of 24. -
Quote:Both of those are very good points that I hadn't considered. So there is a point to setting my difficult to -1. To be honest, if I could, I'd set all of my missions in the whole game to only spawn one level of enemy and one level only. The level drift which the game introduces all by itself irks me, so eliminating it at least before I'm "ready" is a good call.Dark Astoria gets tricky. In effect, setting it to -1:
Keeps 51's from appearing, but won't make any "incarnate-level" mobs 49, since 50 is their minimum level.
*Will* make any mission-specific allies level 49 (which, depending on the circumstances, can actually make the mission *harder* than if you let 51s spawn in).
That said... Are there many missions in Dark Astoria which fail if an NPC dies? I would hope we're not getting too many escort missions, what with them being one of the all-time and universally recognised godawful worst parts of gaming in general. So if getting my companion NPCs to show up at 49 and get killed, then all the better. I hate companion NPCs anyway.
Not gonna' happen. I can't survive +1 in the regular game, let alone Dark Astoria. OK, perhaps I can, but the point is that I can't survive it and have fun at the same time. I'm not looking for a challenge, and if I have to take a hit in progression, then so be it. I have a sneaking suspicion it'll take me a lot longer to get my level shift from the Alpha slot before I have to worry about any of the others.Quote:One bit of advice ... if you can survive at +1 difficulty *and* you need incarnate iXP, it's worth it. Level 51 foes give *twice* as much iXP as level 50. Obviously if the added difficulty is making it take more than twice as long to kill things, skip it.
I still hold out hope that critter to-hit will go down to more normal levels, but I guess City of Heroes interprets "challenging" as "curb the biggest part of Inventions," which has unfortunate implications for those of us who don't softcap defences on all out characters, but that's a whole other kettle of fish I don't want to get into. I'll see how that goes.
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Also, thank you for the numbers. I would have quoted them, but I don't really have anything to add to them or comment on. Regardless, calculating survivability is a good idea, so thank you for doing it. -
Thank you. I feared this might be the problem, but I guess that still gives me a solution for what to do with my level shift, if ever I get one - don't bother with upping enemy levels, raise enemy numbers.
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I don't know. I thought the discontinuation of German and French localisation support was a pretty good April Fool's gag.
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The reason I'm asking is I'm trying to set up a difficult curve for myself, which would progress in such a way as to make me feel like my character is growing stronger and can take on more visually-impressive challenges. Increasing the number of enemies I fight is a very direct way of doing this, but, as pointed out, it has problems. Experience gain isn't one of them - more enemies means more experience, and between the 20 XP Boosters I get for free on every character, Patrol Experience and so forth, that's a small price to pay. What IS a problem is that "-1" enemies don't always exist. Malta, for instance, don't spawn below level 40, so running Malta missions AT level 40 means they'll always show up as even con. I assume the same is true in Dark Astoria, where enemies will never spawn below level 50, but I have not actually tried lowering my difficulty there.
Interestingly, multiple people have suggested that if I have problems in the new Dark Astoria, such as with enemies inherently higher base to-hit, I should just drop my difficulty down to -1x1, but does that even make a difference? I mean, the number of enemies obviously does, but are there -1 Dark Astoria enemies to a brand new level 50 just fresh out of Ramiel's arc?
I ask specifically about defence, because I feel defence sets suffer the hardest in Dark Astoria, especially if they're not soft-capped like the game seems to expect. If going -1 comes down to about the same level of mitigation as non-DA content, then this might be the perfect solution. Granted, I don't suppose it'll be possible without at least one level shift, but at least that's still an option, and it gives me an idea of what I want to do if ever I gain one of those. -
Or is that just my imagination? Here's the setup that led me to ask this:
I played with a friend of mine the other day, so I upped the difficulty from my usual +0x2 to my "duo" difficulty of +0x3, but when my friend left, I forgot to lower it. Moreover, I outlevelled one mission before I even started it, which put my DB/SR Stalker in a mission that was effectively -1x3 to her... And she cleaned house in a way I don't think I could ever have managed at +0x2, not to mention earning what felt like considerably more experience. For the first time in a very long while, my Stalker actually felt more like a tank, taking on (accidentally... sort of) two, three and at one point four x3 spawns of level 38 Circle of Thorns and walking away smiling without too much problem.
What I infer made the biggest difference is that enemies lower level than me have lower base to-hit against me. Considering this is a Stalker using only Common Inventions and thus with defence buffs hovering around 30%, this did feel like it made a considerable difference, far more so than, say, for my Fire/Fire/Flame Blaster back in the day. For her it seemed like the increased enemy numbers far outweighed any benefit gained by having them be one level lower.
The key question here, though, is: Is this just my imagination, or is there any actual backing to this? Does it really make sense for SR characters looking for an easier ride to drop enemy levels more so than drop enemy numbers? And, most importantly, does that even work in Dark Astoria, which is where the only real problems occur? Mind you, I'm not just asking about Stalkers. I have SR Brutes, I have SR Scrappers and I have a heavily defence-reliant Bots/FF Mastermind, just to name a few. My question is about defence in general.

