Arcanaville

Arcanaville
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  1. Quote:
    Originally Posted by Blue_Centurion View Post
    I am looking for input on the most relaxing character to take from first level to the incarnate trials. I just spent the last four months experimenting with builds and really just want a fun cruise through the cities. Any thoughts are appreciated cause I know you folks got the experience and opinions.
    If by "relaxing" you mean a build that will provide a relatively easy leveling path that does not require a lot of stressful combat, then I would recommend Mind/Dark dominator. Mind control dominators in general are just stupidly powerful. Not necessarily fast, but their control is just plain wicked. Every single power sleeps, holds, knocks, or confuses foes, and if you want you can just confuse your way through almost anything. Just hit it once or twice and you'll still get most of the XP, while the critters mostly just assassinate each other. Mass confusion turns leveling into a spectator sport.

    Dark Assault has a heal, and tohit debuffs, and a power boost equivalent to increase the duration of your controls.

    On top of that, Domination itself is good for a full refill of your endurance bar. Even during leveling when its not perma that's still a good thing.


    Now, if you want to relax by punching things over and over again while they crunch beneath your shoes relatively ineffectually, then I would suggest SR/DM tanker. You'll be basically perma-eluded quickly, almost unhittable outside of tohit buffs, and have a heal built into a decent DM attack. Heal + High Defense = melee monster. You'll basically be Unicron smashing through most normal solo content, and you'll be a decent-to-great tanker in most teamed content.


    If your idea of relaxation is to have at least two brain cells active while the rest of your mind replays the Cosby Show in your head, and you want to level kinda fast, then I would give Katana/Electric Brute a look. Brutes tend to level faster with Fury in general, Electric has good resistances and almost unlimited endurance, and Katana has divine avalanche which means you'll have a ton of melee and lethal defense basically for free. You'll be hard to kill with DA + Ela, and have good offense with katana and unlimited endurance and fury. You'll have to think slightly more than the previous two suggestions, but not too much, and as long as you don't scale your missions too ridiculously, you should be fine even if you accidentally daydream about Lisa Bonet and forget to hit Energize.
  2. Quote:
    Originally Posted by TopDoc View Post
    That was total net worth, with most of that in slotted Enhancements.
    Given the depreciation of enhancements, that would appear to be a slightly more challenging goal than before.

    Ah well, I actually slept through the initial market burst, because I didn't want to set an alarm. I don't like waking up early for real money, much less pretend money. So I guess its time to sharpen my pencil and start thinking about arbitrage opportunities.
  3. Quote:
    Originally Posted by Enyalios View Post
    I will vouch that this niche is heavily mine and has been since before the market merger. Its a low liquidity niche (not too many IOs sell per day) but one with high margins on the low liquidity. I patiently undersell and wait people out on niches like this.

    On a high liquidity niche (Oblitam for example) I'll fight like a demon to make the other person go away. I won't give all my secrets but basic strategy is to make sure when they list too low you're the buyer in more volume than they have and always buy recipes a little higher than them so you're checking the recipe price at least once a day.
    This particular strategy is sometimes known as an inside straddle. That's been the basic strategy for skimming a flipper since the markets released.

    As far as I've seen, there hasn't been a genuinely new market strategy invented in a very long time.
  4. Quote:
    Originally Posted by __Tru__ View Post
    Converters don't make them account bound?!
    Converters do not make the resulting new enhancement account bound. As far as I've experienced so far, they can be used, traded, or sold without limitation.
  5. Quote:
    Originally Posted by Udun01 View Post
    Got traps on the brain, I have a traps/beam defender that just eats things. And yes it's assault rifle I was thinking of...

    Not a power boost but add a secondary soft control like was talked about earlier. A fear effect or maybe knock down.. Hell even a 4 second confuse (fog of war type thing, panic) to keep the alpha off you with an aoe or to down a mezzer before he can mez you. I really like the idea of situational soft control added to blaster attacks, I just think it would be great if we could choose when they kick in.

    I know it would need extra thought for certain sets but I think it's the best path to choose.

    Sorry if this isn't reading clearly.. it's what I get for replying with my phone.
    I guessed the phone part when AoE turned into ask. But I prefer a soft control addition that was on all the time than one that followed BU and Aim simply because not everyone has BU and/or Aim, and each has very low uptimes outside of extremely high invention-boosted recharge builds - the very builds that least need help.

    Also, if you happen to get mezzed, neither BU nor Aim are currently usable while mezzed so you couldn't use them to assist with deploying your countermez, and this would also force blasters to keep one of their offensive weapons in reserve to deal with mez rather than using them primarily for offensive power. BU and Aim are often used on the alpha strike, but that would eliminate them from being used as counter-mez weapons after the first few seconds of the fight.
  6. Quote:
    Originally Posted by Shred_Monkey View Post
    So... if the market has crashed... you're all buying now, right?
    At the right price, yes. Markets always overcorrect.
  7. Quote:
    Originally Posted by Udun01 View Post
    Just a quick thought... Why not tie soft control effects into aim and buildup? Admittedly some sets might need a little more thought like traps, or archery, but I think that would add to survivability perfectly. You'd still need to make hard decisions on when to use it and it would be proactive instead of reactive like previously suggested effects when you get mezzed. I think I'd want it in ask powers to some degree as well, not just ST.

    Just a thought.
    The thought has crossed my mind to make Build Up and/or Aim into a powerboost-like power that boosted control effects, going back a long long time. But the problem with that is that its not that Blaster control effects need to be stronger, its that they need to exist more.

    Also, I think you mean Devices for blasters, not Traps. Devices is problematic because it doesn't have Build Up. And I don't know if you meant Assault Rifle, not Archery, because AR doesn't have Aim. So the combination of AR/Dev lacks both Build Up and Aim.
  8. Quote:
    Originally Posted by 8_Ball View Post
    Don't hate the YA stuff either...I was actually going to ask about the Hunger games books, never really considered them until now. I know they're dark but I figure they'll be a bit easier to go through while distracted by Bikini's
    They are a bit dark but not dense, so ironically they can also be a casual read (they are also not long: each less than 400 pages). I would say the ending (as in the ending of the third book) is the weakest part of the story, but its a good read all the way through.


    Brin was mentioned so I should mention my favorite Brin work: Kiln People. Although coincidentally it too has a bit of an issue with the ending: some people think the ending goes slightly loopy, but the main premise of the story is fantastic in my opinion. Basically, in the future people can make disposable copies of themselves to live their lives for them, and then absorb the copy's memories so they can have the benefit of them, and the story follows a detective investigating a crime. And he does so using copies, so the narrative follows both the original and different versions of himself that know they are copies and are only going to live a very short period of time.
  9. Quote:
    Originally Posted by Zeh_Masteh View Post
    I'll go ahead and put my thoughts in on the issue of Blasters and mezzes, though it may very well be ignored.

    I think it's a little silly to argue that Blasters need to do damage all the time, and therefore need to have mez protection/reduction. You don't see Defenders saying "I need to support all the time, so I need mez protection" (of the 13 support primaries, 3- Traps, FF, and Sonic- have mez protection, and Dark may get a nod for being able to floor ToHit before the enemies know you're there). A similar argument goes for Controllers (their mez protection comes from only one choice in APPs, and from similar arguments in this thread and others, we shouldn't be pigeonholed into specific sets), Corrupters, MMs, PBs, and WSs. In total, 6 out of 14 ATs. Since we need to cater to SO/generic IO-only builds, as also stated in this thread and others, we can also put half of Dominators on the list.

    If we remove mez for Blasters because they need to do damage, we may as well remove mez for Controllers because they need to control, and so on, so we may as well just remove the ability for players to get mezzed.

    Maybe yet another Blasting guide is in order, complete w/ "Avoiding Mez" as a topic...
    The question you should be asking is why do Blasters need a guide on how to function, when no other archetype has required such a guide in the past, and lacking such a guide every other archetype did not find themselves managing to be mezzed more often than other archetypes, mezzed longer than other archetypes, definitely dying more often than any other archetype due to mez - and just in general - and ending up dead last in terms of their ability earn rewards in the game. Rewards like XP for example, which directly translates into leveling speed.

    Also, have news for you. Mez is already 95% removed from controllers, because controllers mez the targets first. When your primary powerset's primary mission is to disable the ability for your enemies to do anything, you find you get mezzed far less often than the one whose primary design feature is to get hit in the face.

    Mez protection is not the only way to avoid mez. Dominators are protected from mez when Domination is up, and countering mez with their own mez when Domination is down. The last dominator I leveled to 50 was a mind dom, and I have to tell you that I used domination more for the free endurance than for the mez protection. Nothing was ever *shooting* at me, much less mezzing me. I felt safer than I do on the current scrapper I'm leveling to 50 a willpower scrapper.

    No one is saying, at least I'm not, that Blasters must be free from mez all the time because they are supposed to be shooting all the time. The last time Blasters were adjusted in Issue 11 with Defiance 2.0 they were allowed to use three attacks when mezzed not because they were meant to ignore mez but because they were dead all the time.

    On the bright side, you were not ignored.
  10. Quote:
    Originally Posted by Oldeb View Post
    Sure it does. With the predestination paradox you can't change the past because whatever you're going to do you've already done. History is set. It doesn't matter what you do from an outside observer's perspective because their view never changes. You were always there and always did exactly the same thing. Likewise with future travel, since whatever you do there is the past for later observers and is equally fixed from their perspective. Free Will becomes nothing more than an illusion since the story never changes to an outsider.

    You could argue that only certain events are fixed and the details don't matter. For example the Rikti must always invade and Statesman is always going to die, but it could be someone besides Nemesis who triggers the invasion and someone besides Wade can do the killing. However Recluse's Victory should not exist if the predestination paradox is in effect for CoX, even in a limited fashion.
    The article you link to has nothing to do with what you're talking about. The predestination paradox is a statement about how closed time loops violate the intuitive sense of cause and effect: events within the loop do not have root causes outside the loop.

    You're talking about something else totally different: the viewpoint partially reinforced by general relativity that there is no cause and effect: that the fabric of space-time exists as a manifold, and time is an illusion, and therefore cause and effect are also an illusion.

    Its worth noting that while this is consistent with general relativity, its not consistent with quantum mechanics, at least to the limits of my understanding of it. Its unclear to me how to rationalize a fixed space-time with the requirements of quantum mechanics. In particular, I suspect a totally fixed space-time has a way of tripping over Bell's inequality. I suspect fixed space-time is an incomplete description for that reason.

    I'm mostly a proponent of Novikov self consistency myself; I particularly like the way it appears, at least from a relatively casual eye, to be consistent with path integral formulation and Feynman diagrams. It seems quite powerful and compact to say that paradoxical paths sum to zero.


    In any case, Recluse Victory exists in the future relative to us now. Its existence is not precluded by physics that either enforces or disallows predestination paradoxes per se. If Novikov self consistency exists in the City of Heroes universe, the existence of Recluse Victory only means that whatever else we attempt to change relative to the future, we cannot preclude the events that create Recluse Victory. And as of yet, there is no proof that anything we do canonically has done that yet.
  11. Quote:
    Originally Posted by DarkGob View Post
    I'm disappointed that City of Heroes even exists.
    I'm not sure it does. Based on the revenue trends from about two years ago, we should have about negative 22,000 players by now. Its possible that we're all dead and this is the game dead people play until their souls are ready to move on. Kind of like Lost but with more Freem.
  12. Quote:
    Originally Posted by Venture View Post
    The Incarnate system got tossed in, but it's no longer necessary. You can unlock your Incarnate slots without ever setting foot in Ouroborus.
    Its not necessary to go there, but its an integral part of the incarnate lore now. Technically speaking you do not need to step foot in Cimerora or Kings Row, but that doesn't automatically make it possible to dismiss them from the game lore.

    Game mechanics are game mechanics until the devs open their mouths and try to explain them. The moment they do so with actual in-game story, as opposed to out of band rationalization outside the story, they become accountable for that particular canonicalization.

    There's no in-game canonical explanation for targeting reticles, or how global channels actually work, or whether other servers are alternate dimensions. That's all just game mechanical necessities the devs don't explain in the actual game fiction, so its ok to dismiss it as game mechanics. They could have done the same thing to Ouroboros, but they decided to actually wrap a story around it. The moment they did, it and its mechanics become fair game for being assessed relative to the lore.

    Any player can of course ignore any part of the game they want. But they don't get to decide what is and is not canonical.
  13. Quote:
    Originally Posted by Reiska View Post
    Something else here Arcanaville didn't point out as best I can see: making these foes AVs that scale down would give them the PToD, which would make these arcs substantially more difficult for a soloist of any AT that relies on mez. Being "native" EBs means that they don't get the purple triangles.
    That's why I said "depends on how they scale down." A literal rank scaler would retain the purple triangles, but there are game mechanical ways to scale AVs down to EBs in a way that removes the purple triangles if the devs wished to pursue that.

    I think the fact that AVs generally retain purple triangles when scaled down in normal content is intentional for a variety of reasons. Moreover the purple triangles are not a special AV power, that protection is generally baked into the defensive powers of the critter, and stripping the purple triangle power literally would also remove other defenses the critter is actually supposed to have.

    Even *that* is addressable by altering the way the defensive powers are created to allow just the AV-specific protection to disappear under scale down in theory, but now you're talking about hand editing the defensive powers of all the critters being discussed in DA.

    Stargazer knows all of this, so it didn't occur to me to articulate that for context.
  14. Quote:
    Originally Posted by Stargazer View Post
    In any case, while making a "quick fix" now would remove the requirement (or at least "reduce the incentive". I wouldn't say that a "requirement" exists) for a "better" fix, it also wouldn't *preclude* such a better fix. The devs could easily implement the easy fix now, and still opt to go for a better fix at some later point if they so choose.
    Yes and no. "The devs" can choose to do anything they want in theory, but in practice "the devs" are a collection of individuals each with a different set of priorities and perspectives. Every significant design decision that happens is the result of a dynamic consensus of a number of different people. Almost *nothing* happens with unanimous consent: in particular no decision I'm personally aware of did not have a number of dissenting voices against it.

    The equation for doing anything is often tenuous, and removing a promoting factor can shift the equation from likely to unlikely in a very permanent way, by altering the dynamics of how different developers evaluate the priority of an item. It has happened before several times to my knowledge.


    Quote:
    I would certainly be willing to wait a couple of weeks/months to see if a better fix could be implemented in DA, but at what point does it become better to just go for the quick(/easy/safe) fix instead of waiting for a potential better fix that might never arrive?
    Well, from a timeframe expectation perspective, even if the devs decided to implement AV scaling today, it would likely be weeks to months before we saw it implemented. A non-critical change like that which made changes to many different things in many different places would almost certainly require internal QA and balancing passes, and mandatory beta server testing.
  15. Quote:
    Originally Posted by ClawsandEffect View Post
    So if you time it right you can get almost 4 minutes of Unstoppable instead of 2? (leveraging Burnout)

    That's pretty cool.

    Also, since one Unstoppable caps pretty much everything, stacking it would be pretty pointless, even if it was possible. You're never going to get over the hard cap for resistance. Not even if you had 30 Unstoppables active at once.
    Incidentally, this is not true for Elude. Elude only has an endurance crash, but that crash isn't reset by stacking Elude. Stack Elude, and you'll experience both crashes. I think in general, health crashes reset, endurance-only crashes do not. Power Surge, for example, resets and that means only one crash, but also only one EMP burst.
  16. Quote:
    Originally Posted by Stargazer View Post
    Yes, but they were not originally designed that way, and there's no point in looking at the alternatives that won't give the desired behavior (no change for solo/small team players).

    We do however have the option of *now* turning them into AVs *without changing their powers at all*. This would give players the option of facing foes with higher HP/damage, while still leaving them unchanged for "small" teams that do not wish to see them improved.


    This would give easier-than-normal AVs, which would make it somewhat easier to get the AV rewards, but given that we're talking about missions where players can be +3 and AoE huge spawns left and right, is that really a significant issue?
    I don't see it as a significant issue now. If the devs want to use this opportunity to investigate a method of scaling mission content without scaling individual critters, that's likely to be far more palatable to everyone and I think that's the better option to take. The problem with quick fixes is that they preempt the requirement to create better fixes.

    In particular, its taken as an axiom that a mission actually *must* "scale" to be equally appropriate for weaker and stronger teams, but that's actually not logically mandatory. I posted a method for mission difficulty design in Aeon's thread that presents essentially the same mission to the everyone, and the stronger the team is the more difficult it becomes without actually changing *anything* in the actual mission content. It can't be used in isolation to span the complete range of difficulty desired, but the notion that its obviously impossible a solo player and a team could both attack the same mission and both claim to have completed the same mission successfully at equally challenging difficulty is just one of those assumptions that get glossed over when discussing subjects like this.
  17. Quote:
    Originally Posted by New Dawn View Post
    I thought there was a tangent somewhere and I still do not see a connection between what I said and what you replied with.
    I'll elaborate. You said:

    Quote:
    This is true, but in the context of my time playing the game, it's insignificant. My results were based on what details I can achieve from the badge collecting part. I believe that it is definitely more insignificant to me than it is with other players. I am going to flat out know other people get Mezzed way more and why. It's often self inflicted, sometimes it's from the lack of completely correct team dynamics and support. Which means to me that a certain portion of the blame is on us. On the other hand some Blasters push boundaries, challenge their limits and take risks that are mathematically the best option. A General may lose many men in a day of battle with a risky manuever but that may of been the least riskiest of all other options.
    You're suggesting that the "blame" for being mezzed more often, and as a consequence defeated more often, rests in part with the players because they did not play correctly. But whether the players play correctly to your standard or not is irrelevant: you aren't the arbiter of proper play. The devs don't have an arbiter of proper play. They know what *average* play does in the game, and that is the measuring stick by which they balance all the archetypes.

    The problem with setting a standard of play is that there's no way to decide what a reasonable standard is. Which is why I mentioned specifically something people actually did just to make a powerset work which today would be seen as absurd. It is absurd, but on the other hand it works. On what basis would you claim it was unacceptable to expect players to be able to do that, but having them replicate whatever it is you do is reasonable? And I'm giving you a softball example in that I drew the most extreme one I could think of. If you cannot make an airtight case with that, you are unlikely to be able to do so with any other example.

    Dismissing the example because its extreme rather than addressing the extremity of the example misses the point.


    Quote:
    I plucked the 80ft versus 70ft as an example not something that's fixed. It wasn't really me saying it had to be 80ft. It could be 70ft and 60ft. I don't care. The important bit was the bit of extra range with controls in comparison to NPCs range of controls. The principle, the idea or whatever rather than the exact figures.
    I care, because the number isn't arbitrary. The lower the number, the lower the advantage *especially* relative to the ability for critters to counter attack. If you say 80 feet, the problem is few blasters can really be offensively effective at that range. If you say 40 feet instead, the problem is that the advantage of being at range at all at that distance is severely curtailed for most blasters. And there is no goldilocks range that eliminates both problems.



    Edit: accidental double cut and paste error snipped
  18. Quote:
    Originally Posted by Stargazer View Post
    Regardless, other posters have expressly mentioned a concern that making the bosses AVs that scale down might make it harder for them to handle the missions solo/on small teams, and I see no reason for why this should be true. Feel free to disregard the "including Dr. Aeon" part above, and the point of my previous post still stands.
    That would depend on the mechanics of the scale down. There are lots of potential ways to do that which generate different results. I can say, however, that statistically speaking EBs tend on average, to be scaled up Bosses but Archvillains are not scaled up Bosses. Normalized for modifiers AVs have on average a significantly higher level of offensive output. Had the developers been told *originally* to make the NPCs AVs that would then scale down to EBs, the net difficulty would almost certainly be higher than it is now.
  19. Quote:
    Originally Posted by Kyriani View Post
    you can't

    Using burnout and activating Unstoppable again will replace your current unstoppable buff with a fresh one

    that said I am unsure if the crash will happen the moment you hit the new unstoppable or at exactly 2 min after hitting it the first time.

    In any case you'll never bypass the crash. Once upon a time when unstoppable was permable players still had to manage the crash even though it refreshed the bonuses
    As far as I know, the crash on the first unstoppable will be canceled and replaced with the crash from the second unstoppable. You'll get one crash, two minutes after the second unstoppable activation.
  20. Quote:
    Originally Posted by Oldeb View Post
    And just to be complete:

    Time Travel Concepts and Rules

    The timeline is not static. - This should be obvious. The Menders are clearly out to adjust the past based on their observations of the future. If the timeline was static then they would know it's impossible to prevent The Coming Storm and are just doing a pointless Dr. Manhattan impersonation. Fortunately Recluse's Victory and multiple story arcs provide a clear answer that the timeline is not set. Amazingly I think all of CoX lore manages to remain consistent on this, with nobody acting as if events are unchangeable. This prevents closed time loops (the Predestination Paradox) from forming but leaves the Grandfather Paradox unresolved. And yes, your character should be able to do the nasty in the pasty and remove their delta brainwaves before they're ever born.
    The predestination paradox does not preclude changing the past. If the laws of physics demand consistent causality, the only thing precluded is changing the past of the traveler. You cannot go back into the past and change something that would prevent you from going back into the past. But you can change the past in a way that would not interfere with you going back into the past. This preserves causality for all independent observers.

    Actually, this specific principle forms the basis of something I wrote up for a friend a while ago to use as a counter to the current cottage industry of claiming that the time travel exhibited in the terminator movies is illogical. Actually, its even more logical than the screenwriters intended, if the laws of physics are applied *correctly* rather than haphazardly.


    Quote:
    Temporal Scaling - This isn't, as commonly stated, a result of going into the past. There's no reason you can't experience it going into the future as well (And you do in Mender Silos' mission). According to Mender Tesseract it's more like your body going into shock when you jumped through time. ("It was basically your body adjusting to a different time stream. We call this Temporal Scaling. It doesn't happen all the time, but when it does it can come as a shock.") The Menders never give a good answer for what causes it or how to avoid it. I'd say they don't know, but Tesseract says she deliberately picked a time to send you where you would be hit hard. So they do know how to predict when it will happen even if they can't do anything about it. It seems to be tied to using the Pillar of Ice and Flame for travel, since nobody else ever mentions finding themselves weakened after transit. (Most notably your godlike self in My Other Selves does not attribute any weakness to Temporal Scaling and that's likely the farthest jump we've seen)

    The Midnighters seem to have dodged Temporal Scaling with their Aspect of the Pillar. This could be because of it's fixed destination rather then the more flexible ones used by the Menders or it could be just sheer luck on their part where they managed to hit a pocket of time without it. Alternately, of course, some or all of the Menders are lying about what causes Temporal Scaling. I'd go with them lying except Mender Tesseract is specifically stated to be suffering very badly from it in our present time. There's no reason at this point to suspect her of deliberately weakening herself just to maintain a charade.
    I'm pretty certain Temporal Scaling is a byproduct of the Mender's method of time travel, not time travel in general. Two reasons, one lore-based and one meta-based. The lore based logic is that time travel is not associated with temporal scaling when powerful beings use it to challenge the players, only when players move through time.

    And there's strong evidence to suggest that somehow Mender Silos has figured out a way to bypass the worst effects of temporal scaling. Its entirely possible he's figured out how to beat it, but obfuscates the truth because he wants to keep that secret for himself.

    The meta reason is the writers are highly unlikely to bind themselves to Temporal Scaling when its inappropriate to the story they want to write. Its a way to explain exemplar, and NPCs less frequently exemplar in that way.
  21. Quote:
    Originally Posted by CactusBrawler View Post
    From what I understand it's very nice looking but woefully underpowered in comparassion to say ninjas/demons/thugs.
    For real; my Ninja/Demon/Thugs mastermind kicks some serious a**.
  22. Quote:
    Originally Posted by Stargazer View Post
    I'd say that EBs/AVs are fairly common in the high-level *story arcs* at least.


    If you look at stand-alone missions, the ratio will go down a bit. Maria's one-off missions are shock-full of AVs, and most of the high level Villain contacts don't even *have* any stand-alone missions (Pither has 5, Grillo has 5, and TV has 4. Out of those 14 missions, only 1 has an EB in it), but most of the high-level Hero contacts have a fairly low AV ratio in their one-off missions.
    I tend to note EBs per mission, not EBs per arc, because the unit of content in City of Heroes is the mission, not the story arc.
  23. Quote:
    Originally Posted by Stargazer View Post
    Most people, including Dr. Aeon, talk about the content being targeted at "solo and small team" players. I would argue that those two groups are not the same, and that the "no higher than me" group is no more representative of the "solo and small team" group than the "I solo AVs for breakfast" group is.
    I would suggest that since Aeon elaborated upon what he meant by that phrase implicitly by stating what was done to target them, that deconstructing that term is unlikely to be particularly fruitful. Unlike players, who can be goaded into semantic arguments, the developers are actually (at least as I understand it) explicitly warned not to engage in them.
  24. Quote:
    Originally Posted by Agonus View Post
    Rumor has it that Richard Cook was largely responsible for how John Carter was made, but he left the company before the movie was released. So Disney still released the movie to avoid an utter disaster, but they half***ed the marketing because A) those still at Disney did not like what Cook allowed for Carter, B) Avengers is right around the corner, and they're going to focus the marketing on that anyway or C) a little of both.
    That seems unlikely, since as bad as the marketing seems to have been for the movie they spent a gigaton on it. No one spends a hundred million on deliberately half-whacked marketing. It seems that this is not a case of the suits deliberately tanking the movie, but the suits actually doing their best and totally messing it up.
  25. Quote:
    Originally Posted by UberGuy View Post
    I'm looking for something more than that and less than iTrials.
    Well I'm working on a new challenge arc, if that helps.

    By the way, is the architect options button only broken for me, or has it been broken for a while now? Kinda tricky to test things without it.