Biowraith

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  1. I'm always dismayed that nobody seems to really be making the kinds of strategy and rpg games I want to play anymore. Everything's gotta be faster, ideally real time. Everything's gotta be simpler, streamlined (or, from my perspective, dumbed down). Usually they have to be easier, too. And hey, sometimes I enjoy those simpler and more accessible games, but I really miss the older more thoughtful and complex games, and it depresses me that there just doesn't seem to be much of a market for anymore.

    Worst of all is when a big name publisher or dev team decides to remake an old title that I loved... but while they'll spruce up the graphics (great), sometimes improve on often clunky interfaces (awesome), they rarely take the original feature set and add to it (which is what I really want), no, instead they gotta strip away half the stuff that was in the original, reduce the options and features, possibly even switch genres (or at least sub-genres), just to make sure it's appealing to a modern mass audience - even if the original(s) never really did. That's worse not only because it leaves me a bit disappointed at yet another game in my genre of choice that just didn't give me what I was looking for (hello just about every 4x space game for the last I don't know how many years), but its the one time that it *should* have turned out exactly what I wanted. And perhaps even worse than that, it removes the small glimmer of hope that maybe one day someone will revisit game/franchise X and let me experience it again - it's been revisited now and that's usually it off the table (at best you'll get a string of sequels in the new style).

    I dunno, there may be an element of nostalgia at work there, maybe the older games wouldn't really appeal to me so much if I played them for the first time now. But certainly most of the modern attempts at genres I used to love are mostly just leaving me disappointed these days.


    (and yeah, Baldur's Gate EE is probably the only game on the horizon that's really appealing to me right now - from what I've read about it, *that* is what I'm looking for when someone remakes an old series I used to love)
  2. Quote:
    Originally Posted by Scythus View Post
    I wouldn't want to meet any Brits while named like that.
    As a Brit I did wonder if that was deliberate...
  3. Quote:
    Originally Posted by Samuel_Tow View Post
    Do you mean as a visual effect? Because that would be awesome, and would keenly solve any and all desire I have for energy punches. Let me be more specific: Can I pick something from Fire that will make, say, my Might punches have a fire effect on them?
    From what I recall your options in that area are more powers that'd give your character e.g. a full-body fiery aura, rather than add a fire effect to your other power activations. Most of them are either slotted passives, or 'click' buildup type powers. I think there's a fieryish aura in the supernatural pool that is a toggle rather than passive or click (it doesn't do much besides look pretty though).

    There are/were also items that when equipped produced a proc effect of e.g. chance for fire damage, and in the case of weapons they gave a visible costume change when equipped (e.g. a flaming sword). I'm not sure what the current status of those are (whether they survived the crafting revamp), and I think the ones with the flashy elemental effects only produced the visual so long as you had the item equipped, which wasn't practical if you were still levelling or just didn't like the stats on it.
  4. If it were compeltely reworked as a single player game - essentially a new game just kept in the same setting and spirit - then I'd give it the same consideration I'd give to any other new game, i.e. if I liked the look of what they were doing, the features and game mechanics appealed to me, then sure I'd add it to my list of games to buy.

    If it were just the MMO as it is just now but made so we can play it offline, solo, then no I'd not buy it - I get bored pretty quickly soloing in CoH.
  5. Biowraith - Dark/Dark/Dark Defender - he was my very first character, that I created in beta (and had sorta-planned with the rudimentary character planner that was available before I got into beta). I re-rolled him twice during live, before respecs were available. He was my first level 50. The few lasting friendships I've made in the game were made on that character. I've ended up using it as my primary identity across the web. And was still playing him up until the beginning of the end.

    Roxxor - Super Strength/Invulnerability/Mu Brute - this was my very first villain character, although not my first villain to 50. He sprang from my love of the Freakshow villain group, and duoed most of the way to 50 with a friend's Rad/Kin Corruptor.

    Lord Skull - Dark Blast/Kinetics/Power Corruptor - my second villain, and my first villain to 50. He was basically a parody character - at a time where others were parodying the darkity dark characters, I decided to go for the tendency to overuse the skull motif, by overusing the skull motif (for any given costume piece, if there was an option with a skull I used it).

    Pinchy - Crab Spider - my favourite character overall. A hulking juggernaut of destruction; I used the Huge frame and moved all the sliders if not to max, then to 75%. He took the melee attacks and I just loved both the visual and the gameplay of opening up with an AoE barrage from range, before bearing down on whatever was left to hack away with his crab arms.

    Honourable mention to Zombie From Space - just because the concept (a high tech cyborg zombie with a raygun) amused me greatly. Also Fortunata Atropos, because of all my characters I think her costume turned out closest to what I had in my head when I imagined her.

    And for posterity I've exported screenshots of all my characters to a photobucket album. I'd have preferred to get them all in-game using their powers, but alas I dropped to premium a couple weeks before the closure announcement (which I'm glad of, since I was on an annual sub) and most of my characters are now locked.
  6. Bard's Tale was the game that convinced my 10ish year old self I needed to upgrade from my ZX Spectrum to an Amiga. I had a shot playing it on my aunt's boyfriend's Amiga 500 and just hearing the sound effects of the monks in the temple chanting blew me away - after the digitised speech of e.g. Ghostbusters on the ZX Spectrum, hearing that come out of a computer game was incredible to me.
  7. Quote:
    Originally Posted by JayboH View Post
    Some of the music is very memorable... particularly stuff by Psygnosis.
    http://youtu.be/UMJvmW5O2qA
  8. I was an Amiga owner - a 500 and a 1200. I even bought an accelerator and ram expansion for the 1200 (I seem to recall the base machine struggled with Sim City 2000 or something). I wouldn't say I was or am a rabid fan though; I mean I loved the Amiga and have fond memories of it, but I readily moved on to PCs (it occurs to me that it's silly to use "PC" to differentiate from an Amiga) once it became apparent that the Amiga and/or Commodore didn't have much of a future left. I did buy a CD32 though, so I guess I hung on to that hope a little

    Prior to the Amiga I was a Spectrum man (well, boy) myself. ZX81 -> 16K Spectrum -> 48K rubber keys -> 128k (so not worth the 15 minute load times).
  9. Quote:
    Originally Posted by Primantiss View Post
    So.. I notice the crafting system is gone? A shame, I actually liked that..

    Replaced by these "mods".. I guess I need to combine these mods with gear that has slots or somesuch? When does this gear start dropping?
    I was dismayed when I learned the crafting system is gone too, and I'm not sure I like the new system even after using it a bit (though I'm still a little hazy on the details).

    Gear with slots turns up relatively early on - I think maybe even in one of the tutorials (the crafting tutorial I'm fairly sure has you add a mod to a slot). But from what I played it's not that common until later on, and earlier gear only seemed to have one type of slot (I think there's 3 types, with associated mod types - and I don't mean the offensive/defensive/utility categories - this confused me when I tried to slot the mods I'd converted from old crafting components and it wouldn't let me in my crappy low level slotted gear). As I say I'm hazy on the details though.
  10. Quote:
    Originally Posted by Tenzhi View Post
    Brigandine says it gets better with the slotted passives, but back when I was playing being barely able to fend off 2-3 enemies was pretty much the rule with the best exception being Regeneration until it got neutered (I don't recall if it was a direct nerf or a consequence of changes to enemy damage). Invulnerability and... Defiance? were situationally strong but often got easily curb-stomped, Lightning Reflexes was a joke, and Offensive passives were meaningless wastes of time. That was one of the things that majorly put me off the game.
    In my experience fending off larger groups is doable by most of the defensive passives, even sometimes the offensive passives (my namesake uses the darkness offensive passive and can usually mow down big groups, but it's kinda a knife-edge scenario), but you're going to be spending the bulk of that fight blocking, only releasing block briefly to click heals, active defenses, and big aoe attacks. Blocking is really key to survival in that game, to the point that when I've been playing it a while and come back to CoH I find myself constantly trying to block for a few days.
  11. Quote:
    Originally Posted by Samuel_Tow View Post
    OK, I keep hearing about "passives," but what does that mean, really? Is A passive - singular - that big of a deal in Champions Online? I don't remember them being this strong when I played, but I also don't remember them being mutually-exclusive.
    Just to clarify, there's a second type of passive that I don't think was mentioned, which don't take up the passive slot: energy unlocks. These are powers/skills that are always on, and generally refuel your energy based on certain conditions. e.g. Killer Instinct gives you a small amount of energy every time your Munitions attacks score a critical hit (max of once per 3 seconds). You can only take one energy unlock, but that's in addition to the slottable passive. I think the one energy unlock rule is relatively recent though - I'm sure I remember being able to take as many as you wanted (there just wasn't usually much point since they tended to tie in with effects or powers specific to certain sets).

    There's also a few powers that are toggles, but due to the different way energy works in CO, they don't have a constant energy drain the way CoH ones do. Usually instead they increase the cost of all your powers by a certain %. You can have as many of those as you want.

    Neither are as powerful as the slotted passives, which are a big enough deal that you should generally always take one on any build (maybe more than one if you want to be versatile enough to switch roles).

    One or both of those might be what you were remembering.



    As to the thread in general and the game itself, I have a lifetime sub and I dip in and out of it periodically. I find the game to be fun in small doses, but it generally doesn't ever hold me long term. My primary complaint is that teaming isn't as readily available as it is/was in CoH. That's improved a bit in recent times with all the adventure packs and the alerts, but it's still not where I'd like it - the alerts are quick 5 minute affairs that are pretty fun to start with, but get very repetitive, and the adventure packs are more like task forces (in most cases more in line with CoH's older task forces in terms of length and propensity for padding the content via repetition of sub-goals), so teams only really form to tackle specific goals, not just for the fun of teaming in every day normal content (where frankly, it's massive overkill to even duo it).

    Good to hear they're being all supportive and welcoming though - I haven't been on the forums much since the early days when it was all jaded and disgruntled ex-CoH players.
  12. Can't think of anyone that'd need to contact me, but just in case:

    email : belshahamaroth@yahoo.co.uk

    steam : I'm never sure if I'm meant to give my account name, or my display name. The latter is Biowraith
  13. I argued fairly persistently in favour of side swapping and opening up the ATs to no longer be side-specific (more focused on the latter than the former from what I remember). I don't for a moment think I actually had a hand in it happening - I'm not that high profile, I never directed any of what I said to the devs, and I was just one voice among many (those threads got pretty lengthy and noisy) - but it's something I argued for that happened, which is still nice in itself.

    I suppose it's vaguely possible that some of my suggestions for the Poison buffs were taken on board - still just one insignificant voice there, but the number and size of the threads and number of people posting was a lot smaller, so I suppose it's possible my contribution at least added a +1 to the others saying similar things. Though to be honest, more of what I suggested didn't happen than did, so probably not

    And getting firmly into the realm of wishful thinking, I'm sure I made a bunch of suggestions for Dark Miasma back in the day when it still kinda sucked, and hey there's always a chance some of them were noticed and taken on board (I do remember posting that Tar Patch really needed more than just -speed not too long before it was buffed, but I didn't ever think to aim high enough to suggest it be -res).
  14. Would these models have had animated hair?
  15. For me:

    1) The number of possible character concepts you could represent in the game.

    2) Related to that, the large number of different build possibilities and alt-friendliness.

    3) Almost all of the content scales to be worthwhile as a team, which is massive - most MMOs have strictly separate solo and team content, with very little incentive to team for the solo content, and even less if you've already done that piece of solo content - making it a nightmare to coordinate playing with friends as you level up.

    4) Almost as much of the content is also perfectly playable solo.

    5) The frequency with which you get to blow up large quantities of bad guys. AoEs are usually either anaemic or a death sentence (or both) in standard MMOs, yet there's not much I find more fun and satisfying than mowing down large groups of enemies at once.

    6) It's a pretty easy game - this'll be a negative point for many MMO players, but I really like that we don't have the same emphasis on ensuring everyone's geared up properly, or that everyone's got the most optimal dps rotation possible, or any of that. Not to mention that it means you can just grab whoever's wanting to team and go; faffing around waiting for just the right combination of classes is 100% optional.

    I've not found any other MMO that even comes close to measuring up on any of those points, much less all of those points.
  16. I'll be in GW2 for a while, having bought it before I saw all this. It doesn't tick half the boxes that CoH did, but then I've yet to play an MMO that does. Same main character name as here, in the unlikely event anyone wants to look me up.

    I have a lifetime sub for CO, and I find it moderately fun to dip into now and then, but the gameplay doesn't hold my attention as a long term continuous thing.

    I'm also in the betas (and intend to play when they go live) for Planetside 2 and End of Nations.

    Mechwarrior Online is on my list to try, though I have no particular expectations of that one.

    Maybe some more Diablo 3 - a co-worker loves it and keeps pestering me to play it with her.

    Other than that, there's not really any MMOs on the horizon that I'm watching for, and I've tried most of the recent big releases which, while I enjoyed them for a little while, I tired of them fairly quickly (e.g. SW:TOR, TSW). I've got a backlog of non-MMOs to catch up with anyway e.g. bought Skyrim in the Steam Xmas sale and *still* haven't installed it yet.
  17. I've been here long enough that I should probably make a post on this, and this thread is as good as any other so:

    Bummer.

    And thanks for the awesome game, Paragon Studios people - hope you all land on your feet.

    And I guess thanks to the players too - never really made any long-term friends after the first year here, but had fun playing with y'all anyway.
  18. Biowraith

    Ghost's Origin?

    Quote:
    Originally Posted by Tidbit Jr. View Post
    On the topic of magic versus natural, would you consider the use of chi or other life forces to be magic if every living creature (on Earth?) has it?
    Depends.

    The use of chi is certainly very similar to the use of magic - you're learning to harness energies to create extraordinary effects. I only really see two potential differences. The first is that usually chi is seen to be utilising internal energy, while magic is seen to be utilising external energy. For me that's not really enough to separate them in terms of origins - they're still basically doing the same thing.

    So that brings me to the second potential difference, which is whether chi and magic are things anyone can learn to use if they just take the time to study and train, or do they require a special something such that even with all the training in the world those not "gifted" will never see any results.

    If chi is something anyone can learn to use then that makes it a candidate for Natural - it's just a training issue, with nothing further required. If magic is something that only special individuals can ever learn to use then that's enough to separate them, and so I'm happy to say chi falls under Natural origin.

    However if magic is also something that anyone can learn to use then that makes magic a candidate for Natural too - again, it's just a training issue. But since we've been given a specific Magic origin we should probably use it, so magic = Magic origin even if it also fits Natural. Since there's so little difference between magic use and chi use I'd say it'd make sense to keep chi in the same origin as Magic.

    On the other hand if chi is something only a select few can every learn to use - it requires there to be something special about the individual - then it's no longer just a training issue, no longer something any of the species could learn to do, and so no longer a candidate for Natural origin. At that point I'd be inclined to call it Mutant origin - they've been born different in some way and can access extraordinary abilities as a result.

    But if magic is also something that only a select few can learn to use, that brings them back to being sufficiently similar that I'd feel silly having them in separate origins. So I'd move it back over to Magic (unless we want to say wizards are Mutant origin ).


    In summary:
    Chi = anyone, Magic = anyone => Chi = Magic origin
    Chi = select few, Magic = anyone => Chi = Mutant origin
    Chi = anyone, Magic = select few => Chi = Natural origin
    Chi = select few, Magic = select few => Chi = Magic origin
  19. Quote:
    Originally Posted by Forbin_Project View Post
    All too often the "general attitude" from the text didn't match up with what the voice acting said. Had I known what the voice acting was going to say I would have made a different choice.
    Yeah, experienced this a lot when I played too. I remember there being a *lot* of conversations where the text you were shown looked like it was meant to be heavily sarcastic but then turned out to be sincere when the character put it in their own words. Though it wasn't just the (lack of) sarcasm, plenty of other instances were still baffling even in hindsight.

    Although personally I was still able to have fun with it - with a perma-duoed friend we could then delight in mocking each other as our hitherto cartoonishly evil and/or badass Sith suddenly decided to be all noble and benevolent against our wishes (to be honest though, much of our enjoyment overall came from playing it all with tongue firmly in cheek).


    As to the article in the OP, I know nothing of the author or the site, but I didn't get beyond the first paragraph before giving up on it.
  20. I think the main things you have to watch are the name and the costume - those are the most significant (and visible) indicators that it's a rip-off/tribute character. Stuff like bio and powersets, eh, I don't think there'll be many petitions based solely on them, and I doubt many GMs will generic based solely on them either (though you can never be *sure*). They're probably more contributing factors only when the name or costume are only borderline. That is to say, if your costume is clearly meant to be Superman, no backstory in the world is going to save you from that eventual (but inevitable) petition and subsequent GM action. But if only the backstory's a rip-off, I doubt many would bother to petition (and I'm not even sure if GM's bother to wipe such backstories).

    In your specific example, if you'd gone for, say, "Skulletor" that'd probably be asking for trouble. "Skulz" sounds pretty safe to me (especially with the in-game joke about Skuls). So then it's just down to how similar your costume is to the actual Skeletor. If you've given him blue skin, a hood, and not a lot else, then watch out. But if the only real similarity is a general theme of skulls and cheesiness, you're probably ok.

    I've got my own cheesy skull-themed villain (the imaginatively named, "Lord Skull"), but I'm not at all concerned about genericing (and he's survived since CoV launch so far) because besides a skull for a head he doesn't really look anything like Skeletor (despite his primary costume being blue).
  21. Since the request for the welder's mask worked, I submit: Television set helmet!

    It'd go so well with the Stop sign shield
  22. I find the Ouroboros experience to be inferior to the regular levelling experience, for the following reasons:

    1) I dislike being locked into task force mode.
    2) I dislike exemplaring more than a handful of levels (I don't slot for it, so usually my level 50 exemplared down to 20 is weaker than he was when he was 20 for real).
    3) I enjoy the experience of gradually unlocking my powers, and learning/developing my character over time.


    Quote:
    Originally Posted by dugfromthearth View Post
    I do understand that many people equate powerleveling to farming or being leveled. That is not what the term means in MMO's in general. It is leveling quickly as opposed to doing the content.

    Given the vast leveling difference between a team of 8 and solo, I regard teaming as powerleveling. I suspect that many people regard powerleveling as doing something more exploitive than what they do. In the George Carlin sense that "anybody driving slower than you is an idiot, and anyone going faster than you is a maniac?"
    I've played a lot of MMOs and your definition isn't one I've come across often. Far more common in my experience is the definition that you're receiving outside help to level much faster than the normal content would allow and/or running the content in an abnormal way (and DFB etc are part of the normal content in this context). It's not generally something you do for yourself (besides perhaps dual boxing or exploits), hence requests for somebody to "plvl me". Although, colloquially (though I suppose the term itself is that by default, but hopefully you know what I mean) people may declare they're going to powerlevel themselves, I've always taken that to be a slightly tongue-in-cheek deviation from the core meaning. Possibly we just move in different MMO circles though.
  23. Just chiming in to add another "I'm fine with previously exclusive items being made available to all". I'm not sure if there's currently any I've missed that I'd want to pick up, but it wouldn't bother me if everyone got access to any or all of the ones I do have (indeed, I'd generally be in favour of it).

    As a general rule for how to handle exclusive items, I most approve of the suggestions that go along the lines of: exclusive for a certain period of time -> purchasable for a certain period of time -> earnable/available in-game after that.
  24. Quote:
    Originally Posted by Arcanaville View Post
    In that series, Michael is depicted as more powerful, because he is the equal of Lucifer but also possesses the power of creation. Lucifer is the smarter and craftier one, though.

    Basically, Lucifer is depicted as having angelic power and Batman's brain.
    Yeah, I came very close to using the Batman comparison myself.

    I'm inclined to include intellect and craftiness when considering how powerful a character is though, even if that does push us all closer to that debate Blood Red Arachnid is leaving aside for now.

    (and I liked the Azrael vote, though it does make me wonder about the other Old High Ones, but I don't imagine we'll ever get any details about them)
  25. I'd give Mike Carey's depiction of Lucifer a nod because in addition to being at or near the top in terms of raw power, he's also demonstrated that he's capable of taking down gods and godlike beings when he himself has been de-powered.

    (assuming we don't just award it to God; in that series, God has basically all of Lucifer's skillset and then some - if you defeat him it's because he wanted you to)