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To you. To me, it's exactly how enemies in the high level should be - super-human and protected. That's really not an opinion of mine you're going to change, Tech.
Yeah, and that's one of the central things I don't like about them. Having them show up as "guys with guns" could possibly work in the lower side of the 40-50 spectrum, but in the later side, and ESPECIALLY in Incarnate content, these guys start to feel really out of place. If I can shoot a fly in a hurricane, I really CAN shoot that Gunslinger in his unprotected eyes, and he is just a guy. He's not going to survive a high-calibre gunshot through his whole head.Quote:Not to mention it entirely misses the entire point of Malta. "We don't need no stinking metahumans, we have real men with human made technology that will bring you to your inhuman, pitiful knees!" etc.
I know super-tech commandos are common practice in comic books, but most of the ones I've seen have fully-enclosed suits with gas masks and helmets and goggles, to the point where you can at least argue they're protected from basic toxins and armoured all around. These are guys in fatigues, and having one show up as level 54 and punch me to death with his fingerless leather glove when I can take an anti-tank round to the face and come off smiling is just wrong.
Like I said - they have perfectly serviceable tech. They have Titans, they have flying turrets, I'm sure they can come up with sleek, elegant hard suits akin to Grey Fox. They can even put clothes on them if they REALLY want to. But having them be just guys with guns and flack jackets (that's one of their resistance powers) just doesn't work for me.
As with Crey, that's obviously just my opinion, but that's simply how I feel. If you want to argue the point, then I welcome it, but be warned that arguments like "that's boring" really won't penetrate my skull. -
Quote:That's not even remotely true. I'll grant you that up until about Issue 1 when mission completion gave almost no experience, you could run out, but since then, the game has had more than enough MISSIONS - and that's unique, non-repeatable missions - to carry you through the levels without ever touching a Task Force. There WAS that dead space that took place between 38 and 40 where you could indeed run out of content, but this was closed up with the experience gain changes of... What was it? I8? I9?At least if you count grinding Skulls in Perez Park as content.

Right now, you can do nothing but instanced missions made in 2004 and still make it all the way from level 1 to level 50 without repeating any of it. As a point of fact, you'll end up outlevelling a lot of it. And a lot of that content is a lot more entertaining to play for the third or fifth or tenth time than much of the newer content, too, since it's not as involving. -
You're comparing apples to oranges in this case. As I keep saying, not being able to lose is not the same as being guaranteed to win. And not entirely losing your progress IS a guarantee to win, it just puts a number of how many times you have to die to achieve it. That, really, is where I switch sides, because to my eyes, the number of how many times you need to die to achieve something is zero. I simply don't agree that any tactic which includes dying, going to the hospital and coming back should be valid.
Mind you, I don't mean to disparage self-resurrection or ally resurrection abilities. To my eyes, you haven't "lost" as long as you can keep getting up. Rise of the Phoenix from yourself, Mutate from your friendly neighbourhood Rad Defender, the Return to Battle power, inspirations, that temp power you get from the 15-20 Mayhem/Safeguard mission, all of those and more count as part of the fight. If getting killed and resurrecting is part of your strategy, that's fine in my book. That's what these powers are designed to do.
But if your strategy includes the hospital, that's where I draw the line. The hospital in this game is a cop-out because City of Heroes can't mandate permadeath or no-one would play it. But whenever you have to go to the hospital, that's when a single-player game would have popped up the "Game Over! Reload last save?" screen. The hospital is when you lose and reload the game to the last safe state you were in, which means reloading to before the last spawn, to before the last boss, to before the last fight.
Of course, like in Lode Runner: The Legend Returns, this is a lot harsher when you're alone because the level resets every time you die, but not nearly as harsh when you have two people because then both would have to die at the exact same time for it to reset, which never happens. That's why I brought up "leashing." That's a way to reset a fight without having to have the whole team wipe AND the whole team leave the instance at the same time. It just means that you can't disengage from a fight to rest without allowing your enemies to recover right alongside you.
In short, I don't want to be afraid of losing with consequences, but I also don't want to be allowed to win BY losing with no consequences. -
I'm kind of surprised people agree with me on the "transitional" nature of Rogues and Vigilantes. And here I thought I was arguing against the grain
I mentioned being surprised these aren't treated as final moralities, but do you know what surprised me even more than that? That we ended up with not one but two "middle ground" moralities. Again, I wasn't thinking about this from a gameplay standpoint when I first heard about the side-switching system and I never considered what content a "middle ground" character would have access to and which UI that character would use.
However, this came almost immediately after Going Rogue, the expansion, which gave us Prateoria. Praetoria is a place where there are no real heroes and no real villains. It's all morally grey. It is, effectively, one huge middle ground. Even the interface is grey by default. Now, granted, I later learned that Resistance characters were treated as heroes and Loyalist characters as villains for system purposes, such as the various Valentine's events that require a hero or villain specifically, and I believe they fell prey to the various limitation on cross-faction teaming in co-op zones, but I didn't know that at the time. I genuinely thought that we'd end up with three legitimate moralities, being Hero, Villain and, um... Neutral? I mean, isn't that what Praetoria was supposed to be? City of Neutrals? Well, apparently not. Apparently, it's just a bit of extra content to give Incarnates some context and it was never intended to be a legitimate "side." But that's what I thought at the time, and that's what I expected.
I'm saying all of that to give a bit more context to exactly how I expected things to work from a narrative standpoint and why I ended up vehemently disagreeing with how moralities ended up being interpreted in actual storytelling. Again, the actual writing in there is very good, but even a well-told story doesn't cut it when it's a story I don't want to hear, and that just happens to be what the story of Vigilantes is.
Somewhat sideways of that, a lot of the thematic snarl comes from the fact that the side-switching system actually covers two entirely independent concepts and tries to cover them with one singular narrative device. Those two concepts are a character's actual morality AND a character's area of operations. For years now, hero players have been asking to be allowed to go to the Rogue Isles and start cleaning the place out while villain players have been asking to move to Paragon City where they can commit crime without being under Arachnos' thumb. Both of those are legitimate requests from a conceptual standpoint, but both of them are also unreasonable requests from a technical standpoint because the content for it just isn't there, and there's SO MUCH of it to produce it's unlikely to ever happen.
I mean, say what you will about Launch content, but at least there was enough of it to move people through the levels for the most part. This getting three missions every month and having to pay for them that we're seeing now is NOT going to produce enough content to support a villain in Paragon City AND a hero in the Rogue Isles any time soon, because content production has all but abandoned any sort of aspiration of quantity.
That said, the problem comes when you mix the two. You can't be a hero in the Rogue Isles, because the only way to go to the Rogue Isles is to start down the path of a villain. The Rogue Isles is not a place for heroes, it's where villains hang out. There was a pretty funny quote from Rick Dakan back from 2002-2003 or something like that, where he says something along the lines of "Well, we could have two separate cities, one with only heroes in it and one with only villains in it, but that'd be silly." Trouble is, that's exactly what we got, and that's exactly what requires a character to become evil to go to the Rogue Isles and become good to go to Paragon City. It's a content issue, at the end of the day.
Speaking of content, the path of progression of any of the Tip Mission recurring characters is ridiculous and literally impossible to follow unless you do ALL tip missions from ALL moralities and even then you'd have to have very good memory. Either that, or read up on ParagonWiki. Their stories are scattered both across the level ranges AND across the different alignments AND those stories assume that we actually know who these people are to begin with. And, really, aside from Frostfire... I don't. Still don't, as a point of fact. These guys were pulled together from the roster of random button characters that show up to stop you from robbing banks or show up in jails to be rescued, and their info screens include about two sentences of handwave backstory. And now all of a sudden they're these deep, complex characters? OK, I'd buy that, but at least establish this first, please!
I remember Doc Quantum from the Tip missions where he gives people sadistic choices just because those are written so as to be memorable. So I ran one of these one time and it was good. A couple of days later, I was playing a villain and went to rob a bank when all of a sudden Doc Quantum showed up to stop me. Huh? The hell? Wasn't he supposed to be evil? Well, apparently not. Not at that level, anyway. Then I ran the SupaFreak's Architect arc and found Overdrive helping me. I thought she was a villain? I asked SupaFreak about it and he said she wasn't. I checked and he was entirely correct, but I was so convinced she was a villain. Do you see how it might be hard to keep track of who has flip-flopped to which side at what point?
I honestly would have preferred of morality and alignment missions focused on OUR alignment and morality, as opposed to polluting it with people swapping sides left and right. It diminishes the importance of the moral choices and it just create a fiendish continuity snarl that to this day I cannot untangle. -
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Quote:I'm aware, but the base editor is not a full-screen menu. Nor is the Architect, for that matter. They are both interface overlays that play with interface windows.Amusingly enough, it's possible to bring up the chat window while in base editor mode by hitting [enter] or whatever key you use to startchat. Wonder why it only works there ... ?
By contrast, the respec screen, the enhancements screen and the costume editor are full-screen menus, in the sense that they operate outside of the standard UI rules. For instance, you can't take screenshots from the costume editor (not via in-game screenshotting, at least) because the command isn't hooked up, and there used to be a time when the costume editor wouldn't make use of antialising settings. You can still hear chat prompts through full-screen menus though most other in-game sounds are muted, but you can't bring up the chat interface. -
Because it removes the need for one to actually play the game. If you could defeat a boss by essentially landing a punch, dying, reincarnating, landing another punch, dying again and repeating this cycle a hundred times, then this ceases to be a game because it ceases to have any victory conditions. In a more realistic sense, it allows you to fight a boss part-way, die and continue where you left off, giving the player no reason to want to avoid dying.
I don't want to see long-term consequences for failure, but that doesn't mean I want to see failure as a legitimate path to success. I talk a lot about involvement, because I hold a very strong belief that a game needs to involve its player as extensively as possible. The game should never play itself, and it should never let the player succeed without meeting some form of goal of advancement, because this advancement is part of what makes a game a game. This is a great problem I have with the tutorial, in fact. Not only can you not die in there, but the thing essentially plays itself. You can summon the Giant Shivan then step out to have lunch and the Vanguard Jets will take care of it for you. That's not an interactive experience.
To me, a game is a series of objectives which require the player to act in order to progress, and which require that there be correct actions and incorrect actions. Player participation is only meaningful when the player's actions have meaning. When a player can achieve an objective by LITERALLY doing anything and everything, then those actions become meaningless because the choice between them does not matter. As easy as a game may be, as assured as victory may be, the player should still always be expected to act against the game's posed challenges to achieve it. Those don't have to necessarily be difficult, but they have to require the player to be actively involved and actively thinking in order to beat them.
When the game allows you to win any fight by losing that fight enough times, the game fosters a gameplay that's entirely uninvolved. It requires no thought, no decision and no awareness of right and wrong ways to approach the situation, because all ways are right. You don't need to "beat" a boss, you just need to approach this boss enough times and you'll win by attrition.
I firmly believe that games need to force players to act in at least some small fashion, and by denying the player the no-involvement option, we force said player to actually try. -
Quote:Seriously? SWEET! Thank you! I honestly wasn't really interested in the Retro Sci-Fi set when it was first proposed as basic concept, but what you've come up with since I actually really enjoy. This is a definite buy for me, now even more than ever!Since so may asked I shrunk the back pack and you will be happy to know there is a version of the second back pack without the little pistons so 3 back packs will be available.
Also, happy birthday ahead of time
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Speaking of viewing chat, I'd really like to be able to chat while zoning and when using full-screen menus. I don't know what it would take to make that happen on zone loads, but I do know that it would take UI work to integrate chat into the costume creator, and getting any UI work done with this game causes developers to hiss like a vampire at a cross for some bizarre reason.
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Quote:Yeah, sorry about that. I got a stern warning, too. Been a while since I got one of those...Since the devs felt the need to close the thread just as the sash was being reasonably discussed, I am starting a new one.
When I said I don't get the desire for the sash, I didn't mean to criticise the costume part itself. It looks reasonably good and I get that it's a great fit for Kheldians who want to approximate Sunstorm and Shadow Star's belts. All I meant was I'm surprised that particular costume request has persisted for so long when it seems so minor.Quote:I want the item for my martial arts characters. I want it bad. I don't want it swept under the rug that it has been a much requested costume item for YEARS and yet it was only given to one of the three player models.
On the other hand, if it's persisted for so long, clearly it's a widely-desired costume piece, so I'm in full agreement with you on that one. Let there be sash!
Considering it's one costume piece and shouldn't be THAT complicated, I believe an addition is in order.
The other thread was closed because I got out of line, so sorry about that. And I'm sorry to hear about your health. I hope this thread goes better, and I promise to behave. You should be in the clear with remaking this thread since the other one wasn't closed because of the sash.Quote:On a personal level, I found out last week that I have cancer, this week I found out that to remove it I would lose my vocal cords. So I am more likely to be passionate about certain issues this week. I would REALLY like to know why the other thread was closed with out even a note from the mods. -
Quote:Why does it have to be this way, though? I mean, I get that from a gameplay standpoint, in the sense that you need progression and you need to space things out a bit more, but from a storyline sense, I've seen more heroes go straight to villain and more villains go straight to hero with no middle ground than I've seen either heroes or villains go through an entire arc. Maybe it's my affinity for epiphany therapy colouring my perceptions more than a little, but if anything, at least it seems like a reasonable fall from grace to go from one extreme to the other.I think it's because we tend to think of all four alignments as a part of the same progression, when really they're not. It's two paths Hero->Vig->Vil and Vil->Rogue->Hero. The middle alignments have to bridge the gap by themselves. If you wen't Hero<->Vig<->Rogue<->Vil there'd be more room for nuance, but the Vigilante alignment has to represent a decent to villany, while maintaining the ideal that you're right (I.E your jerkass description)
A bit more realistically speaking, and going off personal experience, it's just as easy for people who are adamantly on one pole of the moral spectrum to shift entirely to the other pole after one event that's strong enough to shift them to begin with. For some heroes, once you start questioning a single part of your heroic alignment, you can't help but question them all, and the answers you get back aren't always pleasant.
Honestly, when the development team first started talking about changing alignment, I did indeed expect it to go straight from hero all the way over to villain all in one singular event. I expected there to be some form of build-up and points accumulation process, but I didn't expect there to be defined stages to it. That's part of why what a Vigilante turned out to mean surprised me so much. I expected alignment changes to be direct, and thus expected Vigilante and Rogue status to be conceptual choices to depict a broader range of choices. In truth, they aren't, they're more a sort of transitional stage between hero and villain.
Again, none of that is "bad," strictly speaking, it's just something I'm not a fan of. -
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If they institute this, it would be the very first case of virtual used goods sales in recorded history, or at the very least that I'm aware of.
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Quote:I really like the base layers, yes, but I REALLY hate how the female base layer colours. It has sections where the colour mask is bleeched and doesn't take colour well in a way similar to Celestial Armour, so it's practically impossible to have a jet black base layer. Those patches will always be a light grey. I don't remember if you can put your own colour masks on top of the base layer, but I remember being unable to use those in black.Certainly. Additionally, the male and female base layers look like solid foundations for a variety of costumes - they look like they'll play well with a lot of the futuristic pieces from the various Praetorian sets, for example. No doubt the costume-making community will make fashion statements I would never have expected, like mixing Chinese Dynasty with Gunslinger.
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Quote:The weird thing is that Vigilantes are depicted as considerably bigger dicks than Rogues, and I'm not sure why that is. Rogues are, for the most part, bad guys, but they're lovable bad guys with a heart of gold. All of the Rogue tips have you bowing out of the actually nasty evil and just sticking to helping yourself, and occasionally helping others with the excuse of helping yourself. Vigilantes, by contrast, are depicted as jerks who want to kill and cripple people and come off as considerably more malicious than Rogues and much closer to proper villains.It honestly feels like there's 1 hero alignment and 3 villain alignments in small, medium, and large sizes =/ But even if, again, I disagree with that assessment by the developers and story writers in reference to morality, at least they carry that out well.
I guess these are simply the paths that are easier to depict: Heroism -> Violence -> Villainy and Villainy -> Self-Interest -> Heroism. In a sense, heroes falling from grace become lesser heroes while villains redeeming themselves become lesser villains. But I'd be interested to see the fall of a hero through genuine greed, such as what Hero Corps used to represent back in the day, or a fall via abuse of power, not just "fall via Punisher." The other heroes falling from grace go these routes, but we can't. Doc Quantum is a clear case of abuse of power, though his is in no way secret, and I believe Silent Blade keeps flip-flopping between hero or villain based on whether she's being paid. And "honour," I guess.
My problem with Vigilantes in general is just that I have a different view of what a vigilante is. A vigilante, to me, is someone who operates largely outside the law, but someone who still means well. I'd honestly put Spider-Man and the X-Men there, because these guys generally don't like to have a public face and don't get invited to the police ball, but they're still fighting for what's right. I actually had intended for this to be the fate of a few of my characters, but that's not Vigilantes turned out to be. -
I have not. Kingdom of Amalur kicked my ***. I have seen Penny's new look, however, in screenshots, at least. I don't believe her past self in Faultline has changed, however. It would be weird if it did, but I wouldn't put it past our developers. As I understand it, five years have passed between Faultline and the new SSA6, during which time Penny has grown from 14 to 18 in an instant, then from 18 to 23 where she is at the SSA.
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Quote:Yes, that's her. Last I checked, that's the model she still uses even now. I haven't checked in two weeks, however.
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Quote:Well, yeah, there's also this, I admit. I've planned out a few character who were really not that super-powered and just that damn awesome, but those tend to fall apart when I start writing for them. I tend to go for a more realistic approach than the game, so when people get shot, I have to explain around that, and when people take an anti-tank missile to the face, it becomes difficult to explain.I see no problem with John Henry bashing a railroad sign into a God's face and hurting them.
Again, nothing wrong with it. This is just my inability to imagine talking here. -
Quote:Thank you, that put a smile on my faceLike love, the I22 release date dwells within all of us.
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Quote:I'd say that triple-slotting Health is part of it. Health is a nice power and it does grant a good bit of regeneration, but for one, that third slot is barely helping you and, for another, those slots are better spent elsewhere altogether. I wouldn't mess with Health until your 40s when you had slots to spare and not much of importance to put them on.To refer to another of the OPs points, I too am a returning player (though I've gone VIP for the moment), and I too am having major problems dealing with difficulty level. It's gotten to the point where I've just bit the bullet and downshifted my difficulty level to -1/-1 because none of my toons can handle 3 yellow minions at once (except my blaster, if my initial sniper shot hits, because that weakens one to the point where I can drop it before it reaches me and beats the psychic snot out of me with his buddies).
I've done my respec and triple-slotted Health and Stamina, so I'm not sure what the problem is, unless I, like the OP, just suck at this game.
Forbin has a point - posting your build will help, as would just outlining AT and powersets. That's really not not the whole story, though. Most builds can do well if you play your cards right, so what I want to know is exactly what you're doing to have such difficulty. I'd suggest recording video if you want to mess with Fraps and YouTube, but a basic text description will do, as well. Pick a fight, take note of what you're fighting, what you do, what your enemies do, and if you still end up very hurt, come back here and retell the story. We might be able to help then. -
Quote:Far from being Asian-specific, I feel that the Imperial Dynasty set is great for making "Fantasy Armour." Though considering the most prominent Fantasy style these days comes from Asian companies (Square Enix, NCsoft, whoever's making Tera), I'm not sure how much that counts. It's not good for making WoW gear, though, that much I can tell you. That's what the CoT set is for.I've put down my money for this set as well, not only to vote with my wallet for costume sets with all of the above advantages over placing bets on Super Pack costume pieces, but also because this wonderfully designed set has as much potential as the Elemental one for unusual combinations. Although there are some pieces in this case that I don't have a use for - at least, not yet - there are many others that have potential to be mixed with existing ones. (The old Martial Arts Super Booster Pack I bought ages ago proved to be remarkably flexible beyond just Asian-themed costumes, and I'm expecting the same from this one.) Kudos to the art team!
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I don't mean to sound dismissive when I say this, so please take heed, but: Is this argument over which origin covers what character really relevant? I'm not saying it doesn't matter, so much as I'm saying that origins appear - at least to me - to be drawn so broad as to show different faces to different people intentionally. From the various interpretations of various people I've heard over the years, Origins seem less like hard facts and more like a Rorschach inkblot test - you see them as what you're predisposed to see them as.
One reason I say this is that even if you proclaim a character to be of the "Natural" origin, that alone doesn't make that character fit Leo's concept of the Natural Legends. Remember, our "Natural" origin is quite broad. Jack Emmert himself insisted that if Superman existed in City of Heroes, he'd be Natural. Argue with the man if you want, but it's still a possibility. The example I most usually like to give is Son Goku and pretty much everyone alive by the end of DBZ. Sure, Goku and the other supers aren't quite human, but Kurinin and the others are, and they can still blow up mountains with their inner energy.
Speaking purely for myself, I no longer have any "Natural Legends." I used to, back before I had a character past level 30, but once I actually got to 50, that ambition took a dirt nap. The way the game is designed, your character will eventually be forced to fight giant robots, space aliens armed to the teeth, gods and more, and forced to fight them head-on. In a movie or a book, these situations can be solved by some kind of plot device, but City of Heroes has many instances where that simply isn't possible. You WILL fight Hequat, and you won't beat her by exploiting her weakness or somehow finding a third option. You will beat her by punching her in the face repeatedly. And I remind you - Hequat is a literal goddess.
I really don't hold it against people who play these kinds of characters. I'm sure the game, as presented, can be reinterpreted to suggest alternate solutions to brute-force problems that a more regular person who can't take the Kronos Titan's Quad Plasma Cannons to the face can still employ. I know that, personally, I just don't enjoy that just as a matter of opinion, and this predisposes me to seek the much simpler solution, which is to make super characters who are overpowered enough to face down those exaggerated threats exactly as the admittedly limited gameplay depicts it.

