Anti_Proton

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  1. Quote:
    And besides, both Marvel and Microsoft pulled out and left Cryptic hanging, having to release the game on their own. Their reputation clearly wasn't convincing enough.
    What wasn't convincing was their product. Both wanted something that looked more like the CoH that we have now, but Cryptic wanted to create their dream-game from 2004.
  2. Quote:
    Originally Posted by Tyger42 View Post
    By some. By others, it was actually dreaded for that reason. Well, specifically because of one of those makers.
    The money people, Microsoft and Marvel did the deal because of our rep. Anyone else's opinion really didn't matter.
  3. What I seem to be hearing from a lot of the previous posts is that we should not hold our breaths for a sequel and if there is a new CoH game, it won't meet the expectations we have from playing this game. My problem with this analysis is that;
    a) Sequels are fundamental to most games even MMOs
    b) Patches and tweaks can only take the current game so far and at some point it will have to shut down
    c) Even this game at launch would never have met the expectations of the current player base, making the idea that your need a polished, content-filled game at launch a self-defeating notion.

    Rome didn't fall in a day and it didn't do it on it's own, it was picked at by outside forces until there was nothing left to call an empire. CoH is the Rome of Super Hero MMOs and as much as we continue to build content and facelifts on a decaying foundation, we will slowly loose playerbase to outside competition until there is nothing left. The writing is on the wall, it may not be today or even the next couple of years, but there is an expiration date and I am sure that if CoH has to fall, Paragon Studios would wan't it to cir *** to a successor of their own making.
  4. Quote:
    Originally Posted by Lazarillo View Post
    I think it wasn't so much that Malaise became more powerful, or was being boosted by someone else, as it was the Dirge of Chaos screwing everything up. Breaking the Dirge's effects was the main reason Psyche was weak enough for Malaise to take hold in the first place. And consider that once that hold was lost, she flattened him without so much as a finger-snap.
    Agreed. Remember, the Dirge made the entire city go temporarily nuts. Holding that kind of power down while resisting a powerful telepath is a significant feat.
  5. The funny thing is, our characters faces have a certain "uniqueness" to them. I think the more plastic look to the new steam-punk models seems off to me.
  6. Quote:
    Originally Posted by Tenzhi View Post
    Yeah, one of the worst offenders for me is the dreadlocks.
    I die a little inside every time I see them.
  7. Now how many years have I said this???
  8. And lets not forget how villain-unfriendly the story arc is. It literally ignores you as a villain.
  9. Quote:
    Originally Posted by Golden Girl View Post
    The clones are easy because they have no personality or motivation - costumed villains have their own personalities and motivations, and they need to show them, otherwise they just become normal goons.
    In the Protean example I mentioned, Vandal, Nosferatu and Requiem have their own personalities and motivations, so those would need to be written into the story arc - there needs to be a reason why they're there, and they need to express themselves, even if it's only with 1 or 2 text bubbles.
    But because they'd have to be written into the story, that means they'd have to be there in the end fight, which wouldn't work if were are less than 4 heroes running the arc.
    Yes. NPC heroes and villains would have to have some back story, but just like Mayhem and Safeguard missions, they really don't need more of a reason to be in a mission than to interject themselves, particularly in regular paper and tip missions.
  10. Quote:
    Originally Posted by Golden Girl View Post
    That can be difficult when team sizes can be between 1-8 - there could only be one "real" costumed villain for us to fight, and 1-7 "fillers", depending on the team size.
    For example, when we fight Protean on Jenni Adiar's arc, the game adds "filler" 5th Column with him, based on the size of the team - having more or fewer of them with him doesn't really change the story, because it's all about fighting him.
    But if there were costumed villains instead of the 5th Column, then they'd have to be very generic, and not have any impact on the story, as there's no guarantee they'd all always be there if the team wasn't a full 8.
    It works fine on, say, the KTF, where we fight 5 AVs in the final room, because there's a minimum team size, so the game knows there'll always be a certain number of heroes in that battle, so the story can be written to include all 5 AVs - but that can't be done very easily for normal story arcs, because every story arc needs to be soloable, so the game can only ever calculate encounters from the idea that there might only be one hero doing the arc.
    Like with the Protean fight, the game has to make it Protean plus x number of 5th Column because it has to balance it with there being 1-8 heroes - it can't make it, say, Protean, plus Vandal, Nosferatu and Requiem, because there's no guarnatee that there'll be at least 4 heroes on the team - which means it'd have to remove one or more of the named bosses if the team was smaller than 4, meaning that those named bosses couldn't be written into the story, just in case the team wasn't large enough to spawn them, which would totally remove the impact of going up against a group of individual costumed villains.
    All normal story arc boss encounters are based around 1 named boss plus x number of goons vs 1 hero plus 1-7 friends, which gives total flexibility for team sizes, with zero impact on the story.
    I have no problem with this dynamic as some villains are powerful enough to take on a whole team, but as the mission where you fight your clones, a team of 8 can have a good fight against 8 costumed NPCs. All I am saying is that, like the option to select your mission difficulties, this should be an option as well.
  11. I would imagine fire to be that way in water, even intense fire.
  12. ...using their powers in the underwater pool in the Cimerora cave mission? Been wondering how it looks.
  13. Costumed Hero and Villain NPC battles should be the bread and butter of the game. Even comics have long since moved away from waves of mindless minions in favor of more costume-on-costume battles. Villain groups in comics are really just fillers to get you to the real fight anyway, but here, those "real fights" are too few and far between. It would be cool if we (the players) could submit characters that could be added to the game to randomly spawn either in missions or in the open world for players to fight. Give these characters a little smarter AI than the usual spawns and give them something to do before they interact with the player.
  14. Because the attraction of horror movies is more to see Darwinism in action than the movies plot.
  15. Now if we can get rid of "Chick-Ghost Rider", "Chick-Black Panther", and "Chick-Bullseye", I can get back to enjoying those characters again.
  16. Anti_Proton

    Human potential

    Super Strength, Speed, and my favorite...

    Bullet-Proof Skin!

    http://news.discovery.com/tech/bulle...in-110820.html
  17. Sounds like part of the idea I had a while back as part of 'Dynamic Content" (tm). Something of a persistent world where player actions determine how the zone behaves using the same tech used in RV.
  18. Quote:
    Originally Posted by AkuTenshiiZero View Post
    First instinct: "Kirby as in the artist?"
    Second instinct: "Nah, nobody knows who Jack Kirby is anymore. This must be pink-puffball related."

    I stand corrected.
    I learned what "cosmic power" looked like from Kirby.
  19. I really do thing that Sally should be a glowie, so we get credit for just clicking her.
  20. I've been hoping for some kind of CG to sell this game to the uninformed. I would imagine the death of the games mist iconic figure would rate at least the treatment the introduction of bases did. I know these things are expensive, but the returns are tremendous.
  21. It's all about scale. Demigods go big!
  22. I think the phasing tech will come into play with the loss of States. For those who do the arc, he will no longer appear for the TF.