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Quote:Actually, I am claiming that what you have identified as a lack of depth may not be a lack of depth. Also, rather frequently, what appears to be "depth" in some games turns out to mostly be a maze of twisty passages, many of which lead to DOOM and a few of which lead to good character builds. So you either design a game where people have enough options to hang themselves or you try to make the options balanced enough so that players have a harder time hanging themselves. The latter? Better game.You are actually claiming lack of depth to a game doesn't cause burnout/loss of interest. ?
Quote:Most likely they don't have an IO build. Skill in gaining IOs does not equal skill in playing the character. -
Quote:Could you be more precise? I just made a character last night and I could access all available options. What's causing trouble for you?I can click it and change, but there is nothing there indicating I can do so. No button, no text, nothing.
It also seems like there should be a scroll bar for the clothes, but there isn't. I can click around randomly and it will sometimes give me new options, but thats it.
And most of the customization options cannot be clicked on. -
Quote:No, "correlation is not causation" is always a true statement. You're essentially picking two separate bits of information and claiming that one caused the other, but you really don't know. It's always easy to claim one's personal peeves causes games to burn out, but it's not a very logical or factual argument. If you want to establish true causation, you need to go beyond "these two things happened in the same place and possibly at the same time" because that is not an argument.That would be true except that there is a very clear mechanism at work. If you don't have depths to the game you burn out quicker.
Quote:No that was a reality in our game. Very simple computer programs could accomplish tasks at levels comparable to the best the best players could. From what I saw people doing the most complex part of what they had to deal with was navigation. Personally I was able to get my keyboard to run my characters when I was AFK. -
Quote:Correlation is not causation. Also, one of the MMOs I was thinking of when I said that was World of Warcraft, which had a fairly long growth cycle before it started shrinking.Given that it should really come as no surprise they can't hold onto their players.
The more you post, the less understandable I find the position you're arguing from, and that even counts your attempts to argue a point with me that had nothing to do with what I posted.
Quote:The problem is when the difference between what the average player can achieve and what the best player can achieve is negligible. -
Quote:Well, aside from how using them involves holding them in your fists, and using them in a punching sort of way rather than a slicing and stabbing with a dagger sort of way.Yes, I'm also familiar with katar, nekote, various instances of fighting claws in video games and classic kung fu movies, and esoteric fantasy weapons in a similar vein such as thikes. As bladed weapons which are held by the hand, I largely consider them no more a "fist weapon" than a dagger, really.
It's entirely possible to say "I do not want sharp-edged or pointy fist weapons" without having to exclude an entire category of fist weapons from being fist weapons. -
Quote:But claws are fist weapons.In that instance, knuckles or gauntlets would be my preference. Claws are not "fist weapons" to me. I have a feeling that creating a character is going to be a hard-fought battle.
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Quote:Fist weapons in TSW are claws. You don't fight unarmed - every skill has an associated weapon type.I'm sure they're useful enough, but my particular beef is mostly with the unarmed skills, both of the inner wheels of which seem to involve animalistic fighting - clawing and rending and such. Apparently you have to spend a great deal of time digging your fingers around in someone's innards before you're allowed to just punch them.
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I've seen devs from other MMOs talk about designing toward statistical performance. In fact, this is one of the primary reasons that stuff gets nerfed, as well as driving many buffs.
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You should give the Inquisitor a go. I loved the Sith Warrior storyline, but the Sith Inquisitor was even more entertaining.
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Quote:Currently it's $30 for three months and remains so for as long as you continue to pay for the subscription.oh that. yes. as a free player, very limited power selection.
Freeform is worth the 15/month sub alone (for me at least). Or just pay about $50 in points I think plus or minus $5 or so, and play for free for 3 1/3rd of a month about and get the investment back, assuming that a person wont catch altitus. As there is only one server and thus two slots. -
Quote:I found Serpent Lantern pretty soloable. It was also repetitive in a "halfway to the original Positron TF" way, but definitely soloable.Sam, in CO try the Until Action Pack "Aftershock". It is part 3, following on Serpent Lantern and Demonflame, but those are both absolutely frustrating unless you have a really solid team. Aftershock can be solo'd, even by me on a freebie not-very smartly equipped Unleashed AT. It is creepy, it is fun, it has some totally unique mechanics (one mission you have to control NPC movements by talking to them in Local chat), and a suitably epic climax.
As for myself, I've been playing a lot of CO. My global there is the same as here (@BellaStrega). There are mission bugs in several missions that are pretty frustrating, but they can be bypassed via GM or in some cases teaming.
I don't really have any issues with the graphics or the character appearances. -
Quote:Ah. The setting is not really mundane, as it is constantly inhabited by zombies, undead vikings, deep ones, spectres, wraiths, animated scarecrows, animated bits of landscape, giant moth-looking creatures that are inspired by and based on byakhee, and the first major arc you deal with involves a rather famous sword and a rather famous being.Human-only players in a largely mundane setting is bland to me. But the pseudo-CoC vibe I was getting from some of the screenshots and info piqued my interest despite that.
The Cthulhu-looking thing (more like a Star Spawn-looking thing) is not what it appears to be, but fighting it is pretty cool.
I do understand what you're saying, now, though. I actually like superimposing the fantastic, supernatural, and supernaturally horrific over the modern world, so I think we definitely differ.
Quote:What constitutes "fairly quickly" is rather subjective, I find. Some would say that it's fairly quick getting to 50 in this game, but I still find it to be a tediously lengthy process barring unsavory practices. If it turns out to be fairly quick by my standards, then I imagine typical MMOG players who've played for a week already have all of the skills unlocked. In any case, I don't want to go around clawing things up with the unarmed skills available in order to get to skills that seem to involve more typical unarmed combat.
Quote:The other part of that complaint was that the skills don't sound very interesting. Once in-game, the aesthetics involved might make them more appealing. But some of the sets seemed to be a handful of similar-sounding attacks with some passive minor modifications to those attacks.
They also start off with some magical effects. Hammer, for example, gives you an attack that will hit pretty much everything directly in front of you fairly hard, and has a sort of fiery effect related to it. Some skills are more dramatic than others, though. Melee tends to have more interesting effects than firearms, and magic of course always has magical effects. Firearms tend to look more mundane, although you can get some useful magical effects from the skills.
Quote:But, as noted, this was just at-a-glance. It has me interested, but not excited. My gaming plate is a bit full at the moment, so it'll probably be a minute before I get around to trying this one. -
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Quote:I do not know what you mean by bland, so I can't really address that directly. It is not what I would call bland. It is also not really much like Call of Cthulhu, although it is definitely influenced by it, or at least by the Cthulhu mythos.I was looking into this game the other day. It looks rather bland, but I got a pseudo-Call of Cthulhu vibe from it. The 'skill wheel' system didn't look very interesting as far as the offered skills went, and it seemed that many of the sets I would be interested in were on the outer wheels meaning, as I was given to understand, I'd have to play the character through two entire skill sets I didn't want in order to get to the one I wanted for that character.
As far as the skill wheel thing, I don't get what your complaint is. You can unlock the inner skills fairly quickly and then get to the outer sets. -
I have a lifetime sub.
My main is listed in my sig, but I also have characters in each of the two other factions (BelleNuit in Templars and BelleSorciere in the Illuminati).
Which server you're on doesn't mean a lot, also. You can join a cabal (guild) with members from other servers and even go to their server to adventure with them. Only PVP is strict as to which server, much to the sorrow of my Dragon on Arcadia. -
Quote:This is irrefutable logic.Pretty much every day for the past three weeks I've been yelling as John "Protean" Hegner, because I REALLY want to play out the story arcs he had planned for Tyrant's redemption.
Yesterday he told me, "You can play it out in your imagination."
My response?
"Do you not understand my imagination's not good enough?! I want to play the dang story arc!!!" -
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I see where you're coming from, THB. It may have been better to simply say that you want to discuss mechanics and not subjective concepts of fun.
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Quote:But this is not the same thing as enjoyment, nor does preferring to play this way in a relatively casual environment mean that your playstyle is objective or unbiased. By definition, your preference must be biased and subjective, as it is strictly determined from your point of view and what you enjoy doing. It does not matter if you can quantify what you enjoy because the enjoyment itself is something derived from personal bias.What I can do is point out that certain powerset combos are glaringly deficient when compared to others. I can tell you what I play, and why I play it. I can communicate to you why what I play is top tier with indisputable evidence.
Quote:You cannot communicate to me why your costume is good, and why your story rules. Sure, you can explain why you like it. But no matter how many people agree with you, or how right you think you are, I can still think it sucks. And you can't prove to me that I'm wrong in a logical, unbiased way. That's where we differ.
There's also no particular point in trying to establish one objective, logical, unbiased way to do things vs. subjective, illogical, biased ways to do things. If you fail to acknowledge your own personal bias, it means you're just falling victim to confirmation bias, possibly over and over again. -
Quote:As if anyone needs permission to play the way they want? That's not the point. The point is that you're factually incorrect about other playstyles not making sense. They make sense, they have a point, they're logical, and they're reasonable. They're just different from how you choose to play.I also said that not making sense was ok if it was fun for you. But this part of the forums is for things that make sense. We have a roleplaying section too, ya know.
The problem isn't whether or not you're really condescending. I already agree that you're not being condescending. The problem is that you're calling people irrational because they do not play like you do. -
Quote:Actually, its the developers' responsibility for designing the powersets and game mechanics as they did.The next thing people say is, "Oh THB, not everyone plays the same sets as you do! Not everyone picks the best possible combinations that you lay out for them!"
The response to this is pretty easy. If you know that there's a best combination, that you could not possibly, in any way perform at the same level as on a different combination, and you willingly and voluntarily play a known underperforming character, that's your fault. It's like saying, "Help me! I knew the beach was wet, but I built my house here anyways!" Maybe you have fun living on the beach, and you have a right to have fun. Your fun is your choice. But when the tide knocks your house over, don't start blaming the inland houses for it.
But, that's beside the point: Every combination that is not the "best" combination is not an underperforming combination. Some do underperform, but the performance metric that matters is not the "best possible performance in the entire game" but rather "performance that is sufficient to function in the game." A character that can do iTrials, task forces, not suffer excessive defeats, and solo reasonably well is not underperforming for that player - although statistics may indicate that particular AT/powerset combination is underperforming. It could also be argued that the strongest performing powersets are actually overperforming and should be brought in line with the powersets that fit closer to the devs' intentions for gameplay. That is, where the performance bar should be set is mostly subjective. For you, it's the maximum possible. For others, it may not be set so high.
If you insist that your metric for fun is the only objective metric for fun, people will continue to take your statements as condescending and possibly insulting. -
Quote:That isn't what you said. What you said was that how you play the game is objective and logical and that Hopeling's playstyle was subjective and unprovable by logic and reason, making it unreasonable and pointless by nature. You also said that by comparison, your approach to the game can be explained and understood in a reasonable manner. You also said "I have to say that if we're attempting to establish which of our approaches makes sense and which doesn't, it has to be advantage: me."I just don't see anything condescending or out of line about talking about using max possible character performance as the strongest and ultimately most important point of reference on a subsidiary of the forums that's designated for discussion of character performance.
I don't think you're being condescending here. I think you're simply not looking at this from any perspective but your own. This is a common human failing, and one that frequently happens on gaming forums.
Your premise is unreasonable and illogical, however. That is the assumption that the only reasonable method through which you can determine whether a playstyle is worthwhile is through whether it has the highest possible performance. This is not a falsifiable claim, and is highly subjective. In this case, the subjectivity is in terms of your criteria for what you find enjoyable. You naturally perceive this as logical and reasonable because it is a motivation you find understandable. Which is not surprising, given that it is your motivation.
Other motivations are just as rational, logical, understandable, or reasonable. They may not rely on a strictly empirical degree of performance as you seem to prefer, but not everyone is fixated on or enjoys such things, and not enjoying those things is just as rational as enjoying them. -
Why? It seems more dependent on how far you travel than on the energy expended to get there.
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Quote:Technically, the ship's velocity would be zero, thus collisions of this nature would not be an issue.Well here's hoping they develop this AND the navigational deflector system that constantly sweeps space debris out of the way of the ship to avoid collisions in space..... force = mass times acceleration......also known as KABOOM!
What surprises me is that no one has mentioned this.
Quote:Planning a little space travel to see some friends on Kepler 22b? Thinking of trying out your newly-installed FTL3000 Alcubierre Warp Drive to get you there in no time? Better not make it a surprise visit - your arrival may end up disintegrating anyone there when you show up.
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Of course, when the ship reaches its destination it has to stop. And that's when all hell breaks loose.
Researchers from the University of Sydney have done some advanced crunching of numbers regarding the effects of FTL space travel via Alcubierre drive, taking into consideration the many types of cosmic particles that would be encountered along the way. Space is not just an empty void between point A and point B rather, it's full of particles that have mass (as well as some that do not.) What the research team - led by Brendan McMonigal, Geraint Lewis, and Philip O'Byrne - has found is that these particles can get "swept up" into the warp bubble and focused into regions before and behind the ship, as well as within the warp bubble itself.
When the Alcubierre-driven ship decelerates from superluminal speed, the particles its bubble has gathered are released in energetic outbursts. In the case of forward-facing particles the outburst can be very energetic - enough to destroy anyone at the destination directly in front of the ship.
"Any people at the destination," the team's paper concludes, "would be gamma ray and high energy particle blasted into oblivion due to the extreme blueshifts for [forward] region particles."
In other words, don't expect much of a welcome party.
Another thing the team found is that the amount of energy released is dependent on the length of the superluminal journey, but there is potentially no limit on its intensity.